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Thread: In The Wild

  1. #1
    Member
    EXP: 100, Level: 1
    Level completed: 5%, EXP required for next level: 1,900
    Level completed: 5%,
    EXP required for next level: 1,900
    GP
    200
    Randal's Avatar

    Name
    Randal
    Age
    29
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Green
    Build
    5'11'' / 173 lbs.
    Job
    Poacher

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    In The Wild

    (Level 0.)

    Name: Randal
    Age: 29
    Race: Human
    Hair Color: Black
    Eye Color: Green
    Height: 5'11''
    Weight: 173 lbs.
    Occupation: Poacher
    Languages; English, Falliari, Aboriginal
    Right-Handed

    Personality: Randal's spirit was never broken when he was enslaved. His spirit never died when he watched his family slaughtered before his eyes and his only home burnt to the ground. His pride was never crushed when he was forced to do things any man who has never owned another would never ask someone to do. Instead, he is a man grounded in the way of the world and much of the terrible things he experienced in his youth melted away in his rage when he brutally murdered his master and his captors. Now, Randal does not rise to taunts and anger. Instead, he has learned through the shadows and by diplomacy he can set things right, whether that be a deal or a knife in the back, he feels little remorse. These men who walk the countryside, these natives, are not his people after all. They were not responsible for his enslavement, but they do little to lift a finger to help those in need as they consume themselves in petty matters of politics and greed. Randal is a man without law, and all men are equal if they're willing to shed blood over it. This dangerous attitude might seem alien and bordering precariously upon criminal, but Randal has yet to find himself in this world, and outside of his only home in the wild, the tribal knows nothing but the shadowy underworld he was forced to grow up in.

    Randal, though never formally educated, speaks and remains considerably knowledgable of many things. He knows a little about many things, making him cultured and aware, unlike many of his freed brothers and sisters who followed him here. He retains much of his accent, and has a gift for languages. While he is a remarkable hunter and a fighter with few rivals, he also longs to get in touch with his ancestors. His people. And perhaps, even the spirits if he can be shown the old ways once again.

    Appearance: Randal is tall, fit and of muscular build that affords him the ability to run, jump, fight and perform incredible feats. He looks like that of an aboriginal man with a slightly protruding forehead and squashed nose. His face is long and oval, complimented by a square jaw. His eyes are a deep, smoldering green that lay dark in their cavernous holes. His hair is wild and thick, and as black as a raven's wing. His skin bronzed by both his heritage and the burning sun, Randal gives every appearance of an outsider. He wears the typical garb of a hunter, his leather wraps, furs, and dark clothing offering him little protection. He can often be seen with a kukri strapped to his hip, a couple knives on his chest, a quiver and shortbow on his back. Sometimes when hunting big game, he can be seen using a long spear.

    Skills:

    Liberated: Once enslaved, Randal is now free and truly appreciates the meaning of it. Having experienced the terrible, brutal life of slavery and all of the unspeakable things it has to offer, Randal has vowed never to be brought low again. He will resist and do anything in his power to free himself in any situation that deprives him of it. Because of his experiences, Randal has lost his sense of social inhibition and finds himself unable to conform to laws or bend to the will of a government. Instead, he resides in the wild or when he is brought to the city, he finds familiarity in the criminal underworld. To cultured socialites, he is a savage, but to those who have experienced his loss, he is seen as a survivor.

    Aboriginal: Randal is an outsider, he feels it and everyone else knows it. There are few if any that are left of his tribe, and he carries the burden that he may never truly know who he is, where he came from and what his people were with him every day of his life. Because of this, it is easy for others to associate him as different and hard to relate to. While this gives him a disadvantage within society, he retains a considerable amount of influence upon the fringes of society and the wild.

    Hunter (Master): This skill retains all of Randal's knowledge of game, hunting and poaching, abilities related to this are considered the physical application of his domain knowledge here. This skill also contributes to his knowledge of trapping, tracking, stalking prey, weapons, and strategy.

    Archery (Adept): Randel retains considerable knowledge of archery and the use of a bow. He has mastered the short bow and uses a variety of types of arrows to take down game. He also knows several tricks to increase both his accuracy and the effectiveness of his bow.

    Fishing (Adept); Randal is an adept fishermen and knows quite a bit about poles, knots, lures, fish and enough to keep from ever going hungry.

    Thievery (Amateur); This skill retains all of Randal's knowledge about thievery and burglary, abilities related to this skill are considered the physical application of his domain knowledge here. This skill also contributes to his knowledge of pickpocketing, lockpicking, swindling, and stealth.



    Abilities:

    Savage: Randal is an aboriginal tribal, and he retains the appearance and phyisque to prove it. Of considerable physical means, Randal is able to perform remarkable feats of strength, endurance and speed. He is 1.5x stronger and 1.5x faster than a normal man. He also has an appearance that remains intimidating to those who have never shed blood or fought before.

    Stalk: Randal finds considerable comfort in the shadows as he moves quickly and quietly, stalking his prey. When stalking, Randal will reduce his movement depending on the brush, and if their is no brush, he gains a 0.5x speed bonus. As long as he remains unseen, he retains the ability of surprise with his prey. This ability can be used on both animals and humans.

    Track: With considerable knowledge as hunter, Randal can track by print, scent, blood, and scat. He is able to track game for up to seven miles without having need to have actual eyes on them before he loses accuracy. His tracks, regardless of what they are, can be up to two days old, and must remain undisturbed by the elements. He has a natural aptitude for how to track various types of prey that other than exotic wild life and the unnatural, he is able to keep them in his sights. This ability can be used for both animals and humans.

    Trapping; Randal has a considerable knowledge of traps, their make and their application. He is able to make simple traps and snares with very little means available to him. While he needs little time for preparation when dealing with varmit and vermin, the time he needs to construct and prepare his traps will go up depending on the size and difficulty of the game. Deliberate traps and snares; Vermin/Varmit take 20 minutes, normal size game takes up to an hour, and big game takes up to 3 hours to prepare for. Hasty traps and snares have a chance for failure that is reduced by size and difficulty of prey; 15% CFF Vermin/Varmit, 40% CFF for normal game, and 70% CFF for big game. Humans retain a 90% CFF rate.

    First Strike; A natural predator, Randal always wants the element of surprise, and if he is able to ambush his prey, the fight is already considerably in his favor. If Randal is able to take his prey by surprise and shed the first blood, he gains a 1.0x bonus to his strength and 0.5x to his speed. This ability lasts for three posts.

    Equipment:

    Leather Wraps, Furs and Clothing; Randal's personal apparel. Oiled leather wraps for his legs, wrists, and arms. He wears thick furs that offers him protection from the elements. He also has an array of clothing that varies from different cultures.

    Kukri; A nine-inch long kukri that he obtained back in Fallien before he left for Corone, it remains oiled, considerably sharp and well cared for. It is a crooked blade made of steel with its handle wrapped in boiled, black leather.

    Knives; Randal retains an array of knives on his person at any time, making it hard to tell when he is ever disarmed. They vary in size, shape and make, but all are sharp and well kept.

    Shortbow and Quiver; Randal has a shortbow made of oak that is held taught by carefully weaved horse sinew. His quiver contains 40 arrows of different makes and purposes depending on the situation. It can contain up to 50.

    Long Spear; A five foot spear made of oak, and the head made of hardened, sharpened steel.

    Lockpicks: A set of five lockpicks that are able to pick simple locks of containers and doors. These picks are not disposable and can be used until they break if taken care of.

    Travel Pack and Bedroll; Contains all of Randal's worldly possessions and anything that he might need on the go. It is capacious with pockets and has an array of compartments that he is able to fully pack and sustain himself for up to three days without needing to resupply if living on that alone.

    History: Randal's upbringing was by no means ordinary. He was born into an isle tribe whose name has faded into the annals of history, and for all he knows, his relatives and those who were brought onto the mainland are the last. His people were simple folk whose livelihood came from the earth. They fished, hunt and paid heed to the spirits. They were proud, mighty warriors who fought and bloodied the soil, never intending to give ground to outsiders. Although his memories of his tribe are viscous and fleeting, Randal remembered a certain kind of honor he was meant to uphold in the name of his family and tribe, as well as an appreciation for the old ways he would never learn first hand, but instead must hear as stories from those who remained as his people. When he was ten years old, Randal's village had been raided and pillaged by slavers who slaughtered those who were too young to carry themselves and those too old and feeble. The young, the strong, and those who were of use were taken and held in shackles and marched off to the other side of the island where the gigantic slave ship lay anchored. Those who weren't culled or captured, if any, fled into the wilds of the island where they watched helplessly as both their ancestral home burn to ash and their people shoved onto the decks of giant wooden ships and kidnapped.

    At ten years old, Randal was enslaved. Many of his people perished on their journey to the accursed Fallien, either from the elements, illness or the lucky few who managed to jump ship and drown before they were rescued. Those that survived were freighted across the tumultuous sea on pallets within the cargo hold of that ship where they ate, soiled themselves and wallowed in their own filth for weeks. When they arrived, the remaining tribals were taken ashore and into the cities where they were washed and fed before they were put on the block and sold as slaves to the highest bidders. What was left of families were shattered. The once proud men, still fit enough to work and their spirits now broken were bought and sold to those who would put them to work in the fields and plantations outside the cities, or even the mines, where they would be doomed to a short, brutal existence until they worked themselves to death. Women who were not sick and still looked comely were seen as exotic and fetched high prices, but even on the slave market the idea of living a life of luxury inside of a prince's harem was far fetched. Instead, many were destined to be courtesans to artisans and merchants, who would repeatedly rape and defile them until they lost their looks, and then were used as simple house slaves. Those too young to work or pleasure were sold to serve and those that showed promise could spare themselves from either the fields or a merchant's pleasureboat, though those were very few.

    Randal was separated from the remnants of his family and sold into slavery as a house slave, and eventually a fieldhand where he served for six years. Six years until he and a few others led an uprising among the other slaves, freed themselves and both killed and tortured the master, his family and his slavers before fleeing into the dark. It was there that he and his comrades futilely tried to carry the fight onto other nearby plantations, and while they managed to kill other slaves and free a few more, their losses were heavy and sobering. Like much of his life, Randal accepted it and swallowed what remained of his rage and worked with the other mixed band of slaves to lead them across the arid desert and into a city where they were not known. Their shackles struck, freed and burdened by the unspeakable things they lived through as they were considered less than man, they banded together. A few worked honestly, but most swindled the natives and picked pockets until they could raise money to buy passage onto a smuggler's ship to take them as far away from Fallien as possible. They never looked back.

    Years later, Randal found himself in Corone and alone again. The few years he spent on the coast when he first arrived, Randal separated from the others. He stayed in contact, but as they were unlike him, he found it hard to call any of them family. Instead, he drifted from town to town as a vagrant. He drank, he fought, he stole. He woke up and did it again. Until he lost a few fights and found himself in perilous situations, Randal went straight. He worked odd jobs, learned a few trades, but none of it held him for long. He felt out of place. An outsider. That was until he found himself more and more in the wild, where he felt the most at home and at peace. He was no stranger to hunting, having hunted in both his youth and participated in them as handlers and bowmen for his master. He took to it again quickly and with a deftness that displayed true prowess. A natural predator, Randal stalked and hunted game wherever he found it. He made a living off of it, ate well and eventually grew to be a very remarkable game hunter. Knowing few laws and the sense of ownership of land still alien to him, he began to poach game and took his skills across Corone and even at large for a time until he was finally caught.

    Now, in the present, Randal sits imprisoned in a cell in the dungeons of a rather wealthy, and influential baron and is biding his time to get out.
    Last edited by Randal; 12-11-12 at 11:50 AM.

  2. #2
    Non Timebo Mala
    EXP: 126,303, Level: 15
    Level completed: 46%, EXP required for next level: 8,697
    Level completed: 46%,
    EXP required for next level: 8,697
    GP
    6,582
    Letho's Avatar

    Name
    Letho Ravenheart
    Age
    41
    Race
    Human
    Gender
    Male
    Hair Color
    Dark brown, turning gray
    Eye Color
    Dark brown
    Build
    6'0''/240 lbs
    Job
    Corone Ranger

    While it looks like you may have too many abilities, two of those could easily be considered skills, so I'm going to allow it.

    You are approved. Welcome to Althanas.
    "Turning and turning in the widening gyre
    The falcon cannot hear the falconer;
    Things fall apart; the centre cannot hold;
    Mere anarchy is loosed upon the world,
    The blood-dimmed tide is loosed, and everywhere
    The ceremony of innocence is drowned;
    The best lack all conviction, while the worst
    Are full of passionate intensity."

    William Butler Yeats - The Second Coming

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