It started off as a Necromancer and a couple undead minions, but then others joined. Some, simple people wanting to expand there business. Others, mercenaries looking for quick jobs in different places. Dexter, the leader of the Caravan. Convinced some of them to stay with them as guards. Wither its an escort run to a town or business run to a city. So far it's just a few wagons and carts, but as Dexter sometimes says. It'll turn into a traveling city one day. For now, Bandits, evil wizards, and the like see it as a target, the kingdoms see it as just another bunch of traders, as with most powerful businesspeople. They're easily crossed when freelancers deny them.
Wither it's smuggling, escort, a way to keep some future king or another safe. Or business as usual for merchants. You need something done, they'll see what they can do.
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I haven't worked in a good plot yet because I want to see what kind of people will join and work it off from there. Yes this is a fantasy version of Firefly if you ever watched the show but I don't think it's enough to be put in the parody section.
RULES
No gmoding.
No Metagaming.
All of RPA rules.
Mary Sues are not accepted. If they are Dexter turns them into a zombie.
Following the previous rule, if you don't play smart, I can and will give you heavy consequences. Wither its jail or death that depends on the circumstances.
If I get three merc's and no merchants one of you will have to change, and vise versa.
PM me if you have any plot idea's or questions about the kingdoms. Same with if you want to add another race but I'll probably only go up to 5.
You can have an assistant if you are a Merchant, or servants if you can from a rich family of merchants. But they'll just have a name and assistant status. List them in 'other' also. They can not be warriors unless you are a Necromancer.. which can only happen via actual RP with the exception of me. AKA If your a magic user and want to learn Necromatic powers you need to present a damn good reason as to why to Dexter who's extremely picky about it. Two plot effecting characters, and one assistant per plot effecting character each. Merc's are excluded assistant wise, or if there is a merchant/merc combo the merc will be considered the assistant.
Assistants range from body-guards, to people who actually help with stock.
We'll start in Velin as it is the most likely place to have all of the races listed to be in the Caravan.
Spoiler: Races
Humans - Do I need a description? Anything you can't do they can't do. Includes flying, passing through walls, and talking to animals. Course if the character is insane they can THINK they are.
They are the most balancing race between elves and dwarves and generally are Jack of all trades. They are never the best but certainly the most common. Unlike the elves or Dwarves they are either slaves, average merchants, or average mercs. There greatest advantage is being able to blend into the crowd but they have none of the specialties the other races have which is their greatest disadvantage.
Their magical class is Sorcerer. (Or Sorceress...) Turning people into toads, illusions, and telekinesis abound.
Human's live around sixty to seventy years.
Dwarves - Dwarves are great jewelers and smiths. Merchants generlly sell either jewelry (Magical,Formal, or casual. Sometimes all three.) or weapons and armor. Some even go as far as selling materials to make each. All dwarves that sell weapons or jewelry and travel bring along things to create their wares and are reluctant to actually buy what they can make. They are also very wise with money and can be accountants.
Dwarven Merc's are either in heavy armor with axes or cleavers around half their stout sizes, or very inexperienced. Shamans of earth are also among this classification although they're generally better with moral's then the common Merc. As such they'll only take a job if it does good things. Obviously they do earth related spells.
They're life-time is fifty years longer then humans.
Elves- Enchanting and Hunting are they're specialty for trade. Unlike dwarfs they don't need to make all of their things because generally, they can simply find what they need. Less reluctant to spend money on items they need as well.
Elven Merc's are either assassins, or archers. In lighter armor, and the most basic essentials. That said they're less adept at direct combat as Dwarfs but far quicker and with a higher agility. Druids are they're magical class and they may either speak to, or turn into animals. Never both however.
It should be noted all races can be auctioneers/general traders. Buying in one place selling in the next is a practice any merchant may have. It should also be noted that Dwarves do not need to be Brute force and Elves cunning sneaks. Just that they are generally better at being such.
They have a longer life-time then the Dwarves by perhaps a hundred years.
Spoiler: Kingdoms
Moain'gal- The Dwarvern kingdom, ruled by the Kila dynasty. Their capitol is an underground city in the largest mountain range in northern part of the known world. There are only Six ways in, and ancient magic keeps any more from being built. Aside from this seven other cities are present within the kingdom. Petty theft, corrupted actions, and litering is punishable by working in the mines until you collaspe. From either death or exhaustion. Murder, varies as the 'eye for an eye' system is placed here. Although cold blooded murder with no immediate family member, or killing of said family member, is punishable by a slow painful death.
Their main religion is of pagan origin. Their gods are generally named after what they represent. Example, the king of gods in their religion is named 'Ruler' and the blacksmith deity is named 'Smith'.
Luna- The Elven kingdom, ruled by the immortal Druid Shala'ti. The capitol is hidden in a lushes rainforest in the western side of the known world. Nine other cities are around their kingdom. Most of the buildings are tree-houses and hovels though there are some stone and brick buildings. Most, if not all crimes are met with a more extreme version of that crime. For example; If you steal money you lose double that amount if your caught.
The Elves have three main deities.; Mustafa, The Chosen one. His daughter Sahar, Dawn. And his disputed sister Suha, forgotten, overlooked.
It is said that Suha comes to the young when there parents constantly overlook them and begins to sway them to do evil things, once the child has done enough evil Suha's son Maalik (Owner, Possessor) possesses the child, and devours their guilt.
There is dispute on Suha's evilness as it is also said that those that are left behind and forgotten are watched over by her. Protected, and guided by her the same way great hero's are guided by Sahar. While Maalik, in times of peril possesses them to give them strength.
Valadin- The human city in the middle of the known world. Ruled by the Heimer line. Sixteen cities adorn the largest kingdom of the known world. Criminals are locked up for a 'fair' amount of time depending on the crime. Serial killers are simply murdered on the spot. The Magistrate is in charge of most minor political, and criminal problems while the king or queen themselves deal with the ones with a bigger affect on the kingdom as a whole, as well as led the armies.
men and women have equal rights, with that said. The Heimer's line is known to have the children of the king as the generals of the armies when war is upon them.
Their Religion has only one unnamed god unlike the Elves and Dwarves. Evil is represented not by a divine being, but a demon or devil. Making their religion a bit more unique. Sometimes, though rarely. If the people of the kingdom are outraged by a criminal, the King or queen holds a public festival upon the criminals capture, and sacrifices them to their god. It is said that the ritual of this sacrifice is to mark the person. So that in the afterlife his spirit is to be wiped from existence. Only once has a criminal purposely done this, screaming out at the public saying that he won and the devil will save his soul from annihilation.
Velin- A melting pot of the races. A council rules this Kingdom, as no king or queen has been yet decided. For they fear they the decision will outrage the races that were not picked. They are placed south of the known world, by the sea with a total of five cities. Generally, the rules are a mix of the other three kingdoms depending on what race has the best impact on the population in the town or city. No capitol as of yet.
Religion is free, and any of the races can follow any religion they choose.
Spoiler: CS/money systemScreen name:
Character name:
Age:
Race:
Merc/merchant:
Appearance: (Spoiler if you want to use a pic please.
Class: (Blacksmith, and Hunter are merchant classes, archer, brawler (uncivil Knight per say) one of the three magic classes.. for merc.)
Sub-class: (Only for a Merchant.. this is to say if your a wizard, or archer.. ect.. basically minor skills here.)
Kingdom:
Personality:
Weapons:
History: (Criminal, rich family, or all those other fun facts go here.)
Extra: (Precious heirlooms, or sentimental object, or nickname/ Known Aliasis)
Wagon/Cart:
Beast of Burden?:
Tent?: (Large, medium, small, N/A?)
I stole the money system from DnD.. I feel ashamed.
10 copper - 1 silver. 10 silver = 1 gold. 1 gold = 1 platinum. 50 platinum = 1 Dragon jewel (Heart)
Spoiler: Characters
Spoiler: DrakkonScreen name: Drakkon
Name: Dexter the Necro
Age: Thirty-two
Race: Human-Elf
Merc/Merchant: Merchant
Appearance:Spoiler: Dex![]()
Class: Auctioneer.
Sub-class: Necromancer
Kingdom: No Allegiance.
Personality: He's a mix of sarcasm and seriousness. Often times he makes a game out of selling whatever he happens to have, as some times it can be a boring process. He tends to act as a 'great great grandfather' of sorts and seem far older then some elves at the same time towards those he knows and likes.
Weapons: Staff, Skulls, the undead.
History: He is an allusive shadow history wise as he does not speak of such. The first record of him was with his Caravan of undead. It is unsure of his combat capabilities as his undead seem well armed and equipped for the worst of combat. Although he is as much of a victim to corrupt merchant kings as the next traveling merchant.
Extra: He has a skull strapped to his belt with a water skin inside. The skull itself seems to be of sentimental value though. He has four corporeal undead and one incorporeal. Gregor, and Shiv, the Shadow Knights. (Body guards.) Isis, the Ghost (Actual helper). Mort, and Grim, Skeletal oxen pulling his small train. (A Wagon, for his personal stuff, and a cart for his inventory.)
Wagon/Cart: A Simple Wagon with a hammock, bookshelf, and chest as his home. A cart storing his inventory, Gregor, or Shiv are always watching it.
Beast of Burden?: The two Skeletal oxes
Tent?: N/A
Spoiler: andrinaadugScreen name: andrinaandug
Character name: Xephos Strongfist
Age: 24
Race: Elf
Merc/merchant: Merchant
Appearance:Spoiler: Xephos![]()
Class: Hunter
Sub-class: Archer
Kingdom: Luna
Personality: Xephos is quiet stubborn. When his mind is set on something he tends to not change it even i the other point is the correct one. He is very quiet and usually does not talk when is not spoken to. He is mostly found hunting in the forest's of Luna, or hidden deep within the shades of the green in the forests watching the gate entry of the Caravan to alert the members if any danger we're to be near by and is very serious with his work. When befriended Xephos tends to be kind and gentle though he is very hard to befriend in the first place.
Weapons: Archer, Spears, Arrows.
History: Xephos is the son of none other then the kingdoms rulers brother. He has grown up to be always put as not a very important figure for though the main stream was always the first son and his children and he was born to a father who was the second son. Xephos never hated his father for that though, and he always made sure his mother was happy but not wanting to be in the castle anymore for though his presence was useless he went out when he became 16 and made his own life, own reputation a fresh new start as a hunter.
Extra: Currently Xephos managed to tame Lidia which is his precious pet whom serves by his side and helps him to hunt. He also has his fellow companion Neko who is best at tackling more fierce beats while Xephos shoots them from a far away distance. His goal is to tame a complete dragon and have him as his companion.
Spoiler: Lidia![]()
Spoiler: Neko![]()
Wagon/Cart: He has his own old Wagon which he built one by one by scrapes found around. The other missing stuff to build it he simply bought. Its old and its wood is dark. His horse Philia is the one steering the wagon and sometimes Xephos tends to ride only on his horse to travel.
Beast of Burden?: His horse Philia. Philia is a pitch black and entirely unlike the prince characteristic everyone would imagine as a white gleaming horse. He is quiet skilled after being trained for quiet a while. He was found in the forest injured as a young helpless colt by Xephos when he was only 10 and from then on was one of Xephos's dearest companions.
Tent?: Medium sized tent, that can spare a ibt of room but is okay by size. Not too small not too big.
Spoiler: Car'maelScreen Name: Car'mael
Character Name: Lauriel
Age: 18
Race: Halfbreed elf/human?, looks mostly elven, but who knows how much of it runs in his veins.
Merc/Merchant: Mercenary - Healing services, charms, minor magical services.
Class: Healer
Subclass: Shamanic Sorcerer
Appearance:
5’7, with silky long black hair often tied back, a fair complexion, slender eyebrows and long lashes around soft sad brown eyes, a heart-shaped face, delicate features for a male, the sleek pointed ears of one mostly-elf, slender and delicate build slightly on the emaciated side. He wears plain homespun brown tunic and pants a size or two too large for him beneath human-style robes with a faded sage-green scarf around his head to conceal (though sometimes it makes others mistake him for a her), usually to hide his ears though sometimes he hides his face as well (especially if the situation is delicate). Soft tan suede shoes make his footsteps quiet, but are a bit worn, likely second-hand like all his clothing.
The plain wooden-handled 6-inch knife is always within easy reach, but usually he relies on his hands and inherent abilities to protect himself.
He moves with the grace and agility inherent of his elven blood, and the speed and caution of one living on the street for most of their lives.
Wagon/Cart: None.
Beast of Burden: Donkey (he picked one up somewhere on the road) - named Tap.
Tent: Small old one-man canvas tent.
Personality: Gentle, compassionate, almost to an extreme, but backed into a corner, will defend himself. So far he’s easily cowed by big names in the criminal element. However, that may change, especially given strong motives to do so… like friends. When he takes a stand, though, he fights all-out.
He tends to be rather friendly and cheerful, but when asked questions he evades answering and stays close-mouthed, as he really can’t lie well.
Weapon: 6" belt knife, as anyone on the street learns to use. Some dirty hand-to-hand skills (made more vicious by his touch-magics). Charms (bad luck and deterrent ones). Curses.
Abilities:
Physical contact allows him to use his power on others. Generally, he touch-Heals, but this uses his own energy, and for major wounds it takes a toll on him. Otherwise, he can put a person to sleep, make a person tell the truth, make someone sick, and similar influences, but their ability to affect depends on what he's up against and how much energy he has to use. Again, these use his own energy, and the more he has to use, the more exhausted he gets.
Beyond touch-magical skills, he can also scry if given something of the target, and create charms, make guide-objects for finding a certain target, curse people, create fire-starters and water-finders, and other rough almost shamanic magics. It’s a piecemeal education and some of it is stuff he cobbled together from what he knows works in other ways, so outside his touch-magics, it’s not always reliable.
He has some hand-to-hand dirty street fighting skills, is quite agile, and applies his touch-magics to make this combat more effective. He is rather adept in close-combat as most underestimate him due to his slender build and stature and how he shies away from violence most of the time.
He’s a skilled hand with a knife, and throwing one. But that’s due to survival. Again, his gentle demeanor and slender build cause many to underestimate this ability.
Lauriel can read, if slowly, in all three languages. His most prized possessions are a couple books on magic.
Backstory:
Born on the street in a city in Velin, Lauriel has no idea of his parentage or any racial heritage. As far as he can remember, he was raised by an old, quiet woman of mixed descent (and never had any name for her except “Old Woman”)—possibly an escaped slave—who also performed some basic hedge-magics and saw such abilities in him when she found him. Of course, she was thrilled to discover his ability to Heal with a touch, and sold his services at a high price to the criminal element.
Well, until one of the city's gang leaders killed her when he was just coming of age. Then he had to flee the city. With his belongings on his back, he took to the roads.
Extra: He loves his two books on magic (he's self-teaching with them), his tarnished silver scrying bowl (which has runes on the side and rings like a bell when rubbed or bumped), and his reliable 6" belt knife (for cutting bread or fending off attackers).
Spoiler: Lost GoddesScreen name:Lost Goddess
Character name:Anahlie Swiftrunner
Age: 18
Race:Human
Merc/merchant:Merc (i believe)
Appearance:Spoiler: Anahlie![]()
Class:Sorceress (elemental magics)
Kingdom:
Personality:Anahlie is a quiet person who doesn't really interact with very many people. She tends to be more analytical in a situation before acting on the situation. However, when she does act it tends to have the desired effect on the outcome. Once she gets to know someone, she generally becomes great friends with them and will do anything to help her friends. She believes very strongly in loyalty and honesty. She believes that if someone isn't loyal then they aren't worth keeping alive.
Weapons:Small silver dagger, and her staff.
History: Anahlie comes from a family of sorcerors. Her family has served the human royal family as royal magicians for nigh on fifty years. Her family is actually of noble descent but fell from nobility into to poverty when her great grandfather attempted to murder the queen at that time. Since that day her family has been outcasts in the human race and now live in Velin serving whomever requests their services. Anahlie earned her last name swiftrunner because one day she was caught stealing a gem that had belonged to her grandmother from an old man who turned out to be captain of the city guard. She escaped him because of her speed of her legs and her natural ability to run swiftly, therefore earning her the name Anahlie Swiftrunner.
Anahlie is fiercely loyal to whomever hires her services, and will perform any task that is given to her no matter the consequences. If she finds out during her job that the one who hired her broke her trust then she will changed the entire object of her mission and it will be to kill the man or woman who hired her.She doesn't like to be lied to and she most definitely doesnt like authority in the human city. (mostly because she is wanted)
Anahlie left her family to make a name for herself and hopefully restore honor to her famly someday. She doesnt like to leave her mother, but they are struggling to survive as it is already, and maybe if Anahlie left then her mother and father would have an easier time surviving with one less mouth to feed.
Extra:She carries on her at all times a staff that was given to her by an elf man whom had hired her. She also carries on her person at all times a silver ring with a oval emerald in it that was given to her by her mother before she left to make something of herself.
Wagon/Cart:N/A
Beast of Burden?:A solid white stallion whom she cares for deeply and named Lurana, because her coat seems to glow in the moonlight.
Tent?: A medium sized tent that can fit two to three people inside at one time, but only to talk not sleep. If sleeping only one person can fit inside. Her tent is a deep purple with a golden trim and silver runic symbols upon the canvas.
Spoiler: X master.Screen name: X
Character names: Azkharad and Durus
Age: 31 and N/A respectively.
Race: Elf and Golem respectively.
Merc/merchant: Merchant and Guard.
Appearances:Spoiler: Azkharad![]()
Spoiler: Durus![]()
Classes: Enchanter and Brawler respectively.
Sub-classes: Druid
Kingdoms: Born/Created in Velin/Moain'gal respectively.
Personalities: Azkharad: Oftentimes people say that Az is more like a dwarven merchant than his appearance and heritage would let on, being very fiscally smart and hard with his deals. When not selling or enchanting items for money he is usually found researching and experimenting with new enchantments trying to find something new and exciting to sell.
Durus: The black knight is an intimidating presence, even if his motives are completely mundane. He is not capable of real speech, but can produce metallic rattling and growling sounds and is also capable of telepathy only with Az. Durus also has incredible strength and stamina, never needing to sleep. He is quick to anger and difficult to calm down, except if Az commands him to as he is bound to his master's will.
Weapons: The only weapon amongst the two (aside from whatever trinkets they might be selling) is Durus' left gauntlet, which is infused with fire magic allowing it to shoot fireballs and otherwise incinerate enemies.
Histories: Azkharad comes from an average family, though this did not matter to him. He pursued an education in the druidic magics from a young age, and has become something of an expert on enchanting and enchantments. It was with this in mind that he moved to Moain'gal for almost a decade, where he assisted several dwarves in increasing the value of their wares with magic. Ultimately they all conspired to make Durus, a giant construct of steel and magic, bent on the protection of whoever was its master. In thanks for all he had done, as these dwarves had become quite successful, Durus was gifted to Azkharad and bound to him.
After another year Azkharad grew bored with the dwarven kingdom and set out as a travelling merchant with Durus as his companion. A short while later he came upon dexter's caravan and decided that travelling with others might heighten the excitement (or lack thereof) of his trade.
Extras: While more of a curiosity than a useful skill Azkharad is able to turn into a small dragon, eastern in form and about four feet in length, with white fur along its back and sides and black scales on its belly. Its arms and legs are lanky and the hands and feet are also covered with black scales. In this form he is still able to speak normally.
Wagon/Cart: Az owns a medium sized wagon containing two chests of items, one is for sale and the other is for personal items. Various magical knick-knacks are also scattered about and there is a hammock that hangs from the supports.
Beast of Burden?: Durus is plenty strong enough to pull the wagon, with stamina to spare.
Tent?: There is no tent. The tent is a lie.
Spoiler: Shy_OrchidScreen name: XShy_OrchidX
Character name: Rowenna Byrne
Age: Twenty-two
Race: Human
Merc/merchant: Mercenary
Appearance:Spoiler: Rowenna![]()
Class: Sorceress
Sub-class: None
Kingdom: Valadin
Personality: Rowenna is a happy bright person, she's very optimistic and often sees the 'good in the bad'. She doesn't have a lot of friends because many can't keep with her, but she has a small circle of people that she's loyal. Being so active, the way that Rowenna outlets her energy is via martial arts (which she only uses as a way of training, to defend herself and/or her friends).
Weapons: Two small silver daggers that she often hides in her clothes.
History: Rowenna is an orphan, she grew up in a small village in Valadin. In the village Rowenna acted as the 'big sister' of the smaller children of the orphanage.
Her life was normal and common until the day she and her friends tried to access the orphanage's attic. There were many suspicions and speculations about what was behind that big black door, some kids said that there were monsters in the attics, others said that a demon lived there and anyone who entered would end as it's dinner. Rowenna hated the mystery, so she adventured inside the attic in the middle of the night. She came out with a book full of strange symbols and a vacant expression that made the others ask what had happened. Rowenna reveled nothing.
From that day onwards Rowenna started reading the book, even thought that others only saw only weird symbols, it was as if she could understand every single mark, every single image. That was the beginning of the manifestation of Rowenna's powers.
After having learned to move objects with her powers, the villagers looked at Rowenna with different eyes, they were suddenly afraid that she would do something to them and their families, so they shunned her and made her leave the village.
That day was the saddest of her life. Her only consolation was that her orphanage friends still were loyal to her. Rowenna packed her few belongings, two or three changes of clothes and rode into the unknown.
Extra: A small heart shaped necklace that contains the picture of her deceased parents.
Wagon/Cart: None
Beast of Burden?: Her dark brown mare: Brina
Spoiler: Brina![]()
Tent?: Small, two people can fit in if they sleep really close.
Spoiler: EnigmaScreen name: Enigma
Character name: Hazadi Grunjak a.k.a Hazadi the Red
Age: 25
Race: Dwarf
Merc/merchant: Mercenary
Appearance: Hazadi reminds you of a menacing tornado. She has large eyes the color of cold ashes. Her orange-red hair and beard are braided into two long plaits. She is short and has an angular build with large hands and feet.
Hazadi typically wears a helm with chain mail, a breast plate, a wide leather belt that wraps around her waist, studded leather war skirt with leggings and boots. A red shield banded in bronze she carries on her back. Her out of armor outfit is a simple peasant's shirt, leather vest, boy's breeches, cap and black boots. She has a gray hooded wool cloak for the cold days.
Class: Warrior-Adventurer
Sub-class: Battle Axe
Kingdom: Moain'gal
Personality: Fierce and independent.
Weapons: Battle axe, spear, belt knife, two daggers - one in each boot
History: Hazadi was born a twin with her brother Gruno. Her father was Gorin Grunjak, a famous Dwarven warrior. As a child, though her mother disapproved, Hazadi trained with her brothers. It would prove fortunate. Ovo, a suitor seeking the hand of Haola, Hazadi's older sister, decided to steal her away from her father's home and win her hand or at least a night's company with her before Gorin's war band could arrive. Such stealings have often resulted in marriage. Unfortunately, they entered the wrong room and took Hazadi by mistake, bundling the sleeping girl tightly in her blankets and riding off.
Back at his stronghold, not knowing his men's mistake, Ovo ordered Haola taken up to his bed chamber and released from her bonds so she might prepare for him. When he arrived, he at first thought Haola to be hiding in the dark room and called out to her. An ornamental dagger that had been hanging on his wall nicked his ear before sticking in the door. Before he could recover, he found himself facing an angry Hazadi holding an ancestral but very serviceable battle axe.
The guards, hearing their lord's screams, burst in to find their lord cowering under his bed and a very angry Hazadi turning to face them, axe in hand. By the time her father's war band arrived, a score of Ovo's best Dwarven fighters had been wounded gravely. Ovo threw himself at Gorin's feet and begged forgiveness, asking that he call off Hazadi before she destroyed his stronghold.
Stories tell that Gorin looked at Ovo for the longest time and hearing the sounds of battle within, decided to make camp for an hour before venturing inside with two men. They found her in the Great Hall, still in her nightdress, covered in warriors' blood. Even Gorin found it disturbing. Asked if she had had enough, she gave her father a glare and said, "No. Come back later," and continued her search for Ovo.
Above ground, Ovo demanded to know what had happened. Gorin shook his head at him and said, "She's very angry and likely to demand your head when she comes out. I shall allow you a head start."
Ovo blanched, glanced at his stronghold, then thanked Gorin before running off to get his war pony saddled.
The story spread rapidly all over Moain'gal. Hazadi found her new found notoriety troubling, as boys her own age were too afraid to speak with her. Even seasoned warriors gave her wary respect. Hazadi decided to take advantage of her curious status and asked that she be allowed to venture out in the world to seek adventure.
Her father swallowed, offered that she had proven herself more than capable and gave his blessing - much to everyone's relief.
Extra: Hazadi the Red. She knows that women among the humans and elves are not bearded, so often dresses like a man when traveling.
Wagon/Cart: none
Beast of Burden: War pony and a mule to carry her things.
Tent: Small low tent, striped red and white, with a small carpet to cover the ground.
Spoiler: ChronicSanityCharacter name: Dublin Theodelft (Real name: Dublin VanHalden)
Age: 20
Race: Dwarf
Merc/merchant: . . .Both?
Appearance: 4'2" Dresses in surprisingly fine clothing, being a bard, he dresses to stand out in a crowd. He wears bright red breeches, with long white leggings (he is a dwarf, so think "Long for him" not long in general. ) He wears a white ruffled shirt that is tucked into his breeches. He keeps his hair tied back in a pony tail, and wears a tall, pointed, black hat that was given to him by his teacher. He wears a long black jacket that matches his hat. He has a trimmed down beard, unlike most dwarves.
Class: Bard
Sub-class: Rouge
Kingdom: Velin
Personality: He is a scoundrel and a lyer, he has told so many tall tales, he isn't even sure what the truth is. The only people he doesn't blatently lie to are the people he knows he can trust, or the person that buys him another pint. He loves his ale, though he rarely has enough money to keep him swimming in booze, as he wants. He is horrible with money, though he makes plenty as a bard, he spends it all up before he can even consider what he should do with it. Though he is a dwarf, he pretends that he's taller than everyone else, and insults anyone that is overly-tall, and anyone that is human-sized and below, he taunts them. He is proud of his singing and has a tendancy to threaten anyone that claims that he isn't good at it, whether it be man, woman, or child.
Weapons: A guilded lute that he claims was handed down in his family, though no one can prove or disprove this. He also carries around a few throwing knives hidden under his jacket, but he would rather defeat his enemy with his wits, instead of a well-placed knife to the frontal lobe. Riddles. Yes, riddles. They can be a very effective weapon against the more stupid creatures, and can even confuse some of the more idiotic humans, though elves aren't easily tricked, and most dwarves would rather put a battle-axe in his head rather than listen to his trickery.
History: Born in a wealthy Dwarven family in the kingdom of Velin, he found the life of an aristocrat to be very boring. His only escape were the musical lessons and stories told by his teacher, a famous bard named Verald Theodelft, who saw much potential in him. However, his parents found that his other studies were falling behind, and he was spending all his time playing music on his lute, they cancelled the lessons and sent his teacher away. And they forced him to double his studies of business (his least favorite subject). So when he reached the age of 18, he took some valuables from his house and ran away to make a name for himself. After he ran, he changed his last name to Theodelft after his teacher, mostly to hide from his parents.
Wagon/Cart: He has an expensive looking wooden cart, that appears to have had some form of crest removed from the front of it. When asked, he says was a gift from a wealthy lord that fell in love with his music.
Beast of Burden: His horse is an ugly, grey-haired mare. He claims that its the cursed form of his old aunt, that was turned into a horse after she insulted an old wizard.
Tent: He prefers to sleep under the stars, but when it's raining he isn't ashamed to share a tent with whoever would let him.
Total budget: 34 gold. 21 silver. 100 copper.



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