Yup, decided to make one of my own. But rather than something new, I'm just going to jump on the DnD bandwagon, heh. It's just that I enjoy DM-ing with interesting people and I haven't gotten to do it in a while, so... Yeah. I still have a few weak spots as a DM, but I've mostly got things down.
Characters will be created using the DnD creation process. If you are unfamiliar with this and still wish to play, simply PM me or get in touch with me in the chat and I'll be happy to walk you through the process as best as I can.
I can handle up to eight players, I think, but I'd rather deal with four to six. I strongly suggest that the four basic types, warrior, healer, mage and thief, be present in some form or another. A four-player team of fighter, rogue, wizard and cleric gives a nice bit of power and diversity. I won't require this to happen of course. The game will start with a nice little dungeon crawl, from there things expand a bit. But on to the game itself.
Players start with a level 4 character, no Gestalt, with gold equal to their starting gold roll times four. With that starting gold, you may purchase items from the Players Handbook or Dungeon Masters Handbook. Characters are limited in their race and class selection to those listed in the Players Handbook. Characters use the elite setting for their statistics. In other words, assign the numbers 16, 15, 14, 12, 10 and 8 to your Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma scores in any order you desire. Rolls for Health and Gold are to be done by the Player themselves. Don't forget your feat for level three and additional statistic point for level four.
Characters may be of any alignment they chose, so long as it does not interfere with class restrictions. Be forewarned that I tend to be fairly harsh with evil characters though. The Pantheon present in this setting is the same as presented in the Players Handbook. While there are additional gods present, they are too obscure or weak to be known by the major populace. Amongst these lesser-known gods are Bahamut, Kurtulmak, Maglubiyet and Tiamat, gods of monsters and demi-humans. While I won't forbid your character from worshipping these gods, I would appreciate it if no clerics chose these as their patron deities. Means I don't have to make anything extra, heh.
The battle system will also be a tad different from usual. What you as a player do should remain the same. You'll roll for initiative, make attack and move actions, same as normal. What's different is that while there is a definite turn order, there is no limit as to who posts when. The action all resolves itself at the end of the turn, much like with RERN battles. This works rather nicely, as battles are supposed to move rather quickly.
Beyond those items, the system is the same as a basic DnD campaign. For the plot itself, expect something less like Final Fantasy, where there's a definite plot to follow, and more like Morrowind, where there's a main quest but there's plenty of other stuff that you can do instead.
As for the background, your character is in the following situation.
"After the fall of the Vessuvian Empire and the ensuing retreat of the conquering nations, the great continent spanning country was left in a state of chaos. Separatist and Loyalist factions wage war amongst one another while outside forces intervene at every turn. From monsters and rogues, drawn to the anarchy, to the conquering countries themselves, The Lands of Chaos promise to remain so for some time. Yet where some see only anarchy and violence there are others who see something completely different. Chance. Opportunity. Glory. Redemption.
But things are not so simply in the lands of chaos. Groups of fools travel into the wilds to never be heard from again. Others go only to be found later, in pieces. There are great and terrible things in the outlands, man and beast alike. And again, where many saw doom, another saw profit. Bands of mercenary caravans began to form and gain reputations, soon creating a pecking order. The Iron Wolves, Death's Hand, The Crimson Dragons, all powerful mercenary bands, all finding victory after victory, it was no wonder at all that more rogues and scoundrels began to appear, that more refugees and wanderers joined what was fast becoming either a death sentence or an easy way to everything one could ever desire.
You have recently joined with a relatively weak and unknown mercenary band, The Broken Blade. You yourself have little reputation and experience in the new Lands of Chaos. Any knowledge of the previous Vessuvia is quickly becoming useless due to the rapid amounts of change taking place all over. You are mostly unfamiliar with the crew of the Broken Blade, but you suspect that the leader, Temassa, has a deal of military experience behind him, as does his lieutenant Falied. Beyond the mercenaries themselves, the band consits of several beasts of burden, horses and mules, which carry the goods, either by pack or by wagon. The caravan itself is heading south to a city with a few brief stops along the way.
This is one of them. You, as well as several other new members to the group, have been assigned the task of cleansing a necromancer's den. You and the others are being escorted there now by a lower member of the 20 strong core group. The greatest knowledge you have is of the three unspoken rules that all of the mercenary groups share. One, never attack or steal from a member of your band. Two, do not attack or steal from an opposing mercenary band unless on a mission that puts you at opposing ends. And three, if no one saw it, it didn't happen."
Chaos Land - Intro/OOC
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The Broken Blade? I don't get the reference myself. Hmm...
At any rate, sorry man, no templates. They don't appear in the PHB, so they're a no no. I'm trying to keep this to the basics, for the sake of simplicity. I'll say it again, if it's not in the PHB, you can't choose it as a race/class. Starting items can be chosen from the PHB1 and DM1 books.
Edit: Oh, whoops! The mercenary band! Heh, sorry. Yeah, I'll update that a little.
Editx2: A little info on the Broken Blade.
At any rate, sorry man, no templates. They don't appear in the PHB, so they're a no no. I'm trying to keep this to the basics, for the sake of simplicity. I'll say it again, if it's not in the PHB, you can't choose it as a race/class. Starting items can be chosen from the PHB1 and DM1 books.
Edit: Oh, whoops! The mercenary band! Heh, sorry. Yeah, I'll update that a little.
Editx2: A little info on the Broken Blade.
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Tom, the 1st Rule of the Broken Blades is to never talk about the Broken Blades.
Anyway, I'm in I guess...
Anyway, I'm in I guess...
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I'll join up. I figure I'll take a rogue. I'll post my stats later, when I've made them.
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I'm in, time to make a charater. Also Tom, have you looked at the deities and demigods book? Because Three of those gods are int the DnD pantheon in there. Just wondering.
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Timeline is again standard, limited technology. The world is approaching dvelopment of gun powder and other more unusual technologies through the Gnome's magical art of 'science', but that time is still far and away. Travel is done by boat, by horseback, by magical teleportation and by foot. Siege weapons exist, although in Vessuvia such objects are likely do be in ruins rather than anything else.
As for the Deities and Demigods book, that's a no. I just got them from the standard three. Kurtulmak is mentioned under the entry of the gnomish god Garl Glittergold, Maglubiyet is mentioned under the goblins entry, and Bahamut and Tiamat... Well, I know I found out about them somewhere, heh. Again, I have a few more lesser gods I could add to the list. but I feel it's more than I need to do. I doubt anyone wants to worship the god of Hobgoblins. The only good lesser god I can think of is the Centaur god of community, and again I know nothing about that one except it's domains. Best to just stick to the main gods, those mentioned in the PHB.
As for the Deities and Demigods book, that's a no. I just got them from the standard three. Kurtulmak is mentioned under the entry of the gnomish god Garl Glittergold, Maglubiyet is mentioned under the goblins entry, and Bahamut and Tiamat... Well, I know I found out about them somewhere, heh. Again, I have a few more lesser gods I could add to the list. but I feel it's more than I need to do. I doubt anyone wants to worship the god of Hobgoblins. The only good lesser god I can think of is the Centaur god of community, and again I know nothing about that one except it's domains. Best to just stick to the main gods, those mentioned in the PHB.
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Tiamat, the dragon queen, evil, all dragons have respect for her, Bahamut archrivel.
Bahamut, King of the good dragons, all dragons respect him, Tiamats archrivel.
Kurtulmak, god of the kobolds.
If you want more infomation on these three, I have the demigod book. Anyway, I was just curious.
Bahamut, King of the good dragons, all dragons respect him, Tiamats archrivel.
Kurtulmak, god of the kobolds.
If you want more infomation on these three, I have the demigod book. Anyway, I was just curious.
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Right. Due to extreme amounts of inactivity I'm bumping. Those who have volunteered, please post your character sheets as soon as you have them completed. If you need help creating a character, just post here or send me a pm. I also have a few character sheets made myself in case you want to play without going through the trouble of character creation. Simply ask and say what it is you want to accomplish with your character, I'll try and set you up as best as I can.
I give this sucker a little more time. If there's a continued showing of lack of interest, I'll say, "Well, at least I tried," and abandon the idea. Or just move it into a non-rule RP. My last one went over kind of well, but the lack of structure made it a little... hectic. At any rate, continuing as things have gone.
I give this sucker a little more time. If there's a continued showing of lack of interest, I'll say, "Well, at least I tried," and abandon the idea. Or just move it into a non-rule RP. My last one went over kind of well, but the lack of structure made it a little... hectic. At any rate, continuing as things have gone.
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Changing to a Ranger.
Basic Data
Name: Riverwind Wildrunner
Class: Ranger
Level: 4
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral/Good
Religion / Patron Deity:
Height: 5'10''
Weight: 168 lb
Age: 22
Character Description:
Little can be decerned about him, save his piercing green eyes, as he travels with a hooded cloak, a cloth mouthguard extending barely under his nose. He travels lightly, preferring to leave his belongings other than his weapons with his mount, only carrying a small pack, his bow and rapier, and a quiver of arrows.
Trained from birth on self-sufficiency, much of his belongings were derived from nature--very few were actually purchased. To this end, he requires very little--yet he is compelled to abandon his spartan lifestyle for some reason...
Ability Mods and Stats:
Weapons:
Saving Throws:
Armor Class:
Skills: (24 + 6 + 6 + 6 + 4 =46 Points @ 4)
( Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex) )
Str (+1):
Climb: 2 (+2 Synergy to Climbing using Rope)
Jump: 2
Swim: 2
Dex (+3):
Escape Artist: (+2 Synergy to Escaping from Rope Binds)
Hide: 7
Move Silently: 6
Ride: (+2 Synergy)
Use Rope: 5
Con (+3):
Concentration:
Int (+0):
Craft:
Knowledge (dungeoneering):
Knowledge (geography): 2
Knowledge (nature): (+2 Synergy)
Wis (+1):
Heal:
Listen: 5
Profession:
Spot: 5
Survival: 5
Cha (-1):
Handle Animal: 5
Class Abilities:
Ranger:
Favored Enemy: Humanoid: Human
Track
Wild Empathy
Combat Style: Archery
Animal Companion: Swiftgale: Heavy Horse
Feats: (1 + 1 + 1)
Rapid Shot*
Endurance*
Combat Reflexes
Quick Draw
Dodge
*Granted by Ranger
Gear: (600 gp):
Composite Longbow (Str: 2): 300 gp (3 lb)
Arrows (40): 2 gp (4 lb)
Rapier: 20 gp (2 lb)
Studded Leather Armor: 25 gp (20 lb)
Buckler: 15 gp (5 lb)
Explorer's Outfit: 10 gp (8 lb)
Bedroll: 1 sp (5 lb)
Rations, 5 days: 25 sp (5 lb)
Everburning Torch: 110 gp (1 lb)
Waterskin: 1 gp (4 lb)
Signal whistle: 8 sp
Cure Light Wounds Potion (2): 100 gp
1 pp, 3 gp, 5 sp, 1 cp
Carrying Capacity: (@ 14 Str)
Currently used = 57 lb
Light @ 58 lb. or less
Medium @ 59-116 lb.
Heavy @ 117-175 lb.
Languages:
Common
Background:
Personality:
Spells Known:
Ranger Spell List: Level 1
Spells/Day: 1/day (Bonus due to Wisdom)
Basic Data
Name: Riverwind Wildrunner
Class: Ranger
Level: 4
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral/Good
Religion / Patron Deity:
Height: 5'10''
Weight: 168 lb
Age: 22
Character Description:
Little can be decerned about him, save his piercing green eyes, as he travels with a hooded cloak, a cloth mouthguard extending barely under his nose. He travels lightly, preferring to leave his belongings other than his weapons with his mount, only carrying a small pack, his bow and rapier, and a quiver of arrows.
Trained from birth on self-sufficiency, much of his belongings were derived from nature--very few were actually purchased. To this end, he requires very little--yet he is compelled to abandon his spartan lifestyle for some reason...
Ability Mods and Stats:
Quote ()
HP = 40 HP
STR = 14 (2)
DEX = 16 (3)
CON = 16 (3)
INT = 10 (0)
WIS = 12 (1)
CHA = 8 (-1)
Base Speed: 30
Initiative Mod = +3
Grapple Mod = +6
Base Attack Bonus = +4
Weapons:
Quote ()
Composite Longbow (Str: 2):
Attack Bonus: 4 + 3 = 7
Damage: 1d8 + 3 + 2
Critical: 20/x3
Range Increment: 110 ft
Rapier:
Attack Bonus: 4 + 2 = 6
Damage: 1d6 + 2
Critical: 18-20/x2
Saving Throws:
Quote ()
Fortitude = 4 + 3 = 7
Reflex = 4 + 3 = 7
Will = 1 + 1 = 2
Armor Class:
Quote ()
AC = 10 + 4 + 3 = 17
Touch AC = 13
Flat Footed AC = 14
Skills: (24 + 6 + 6 + 6 + 4 =46 Points @ 4)
( Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex) )
Str (+1):
Climb: 2 (+2 Synergy to Climbing using Rope)
Jump: 2
Swim: 2
Dex (+3):
Escape Artist: (+2 Synergy to Escaping from Rope Binds)
Hide: 7
Move Silently: 6
Ride: (+2 Synergy)
Use Rope: 5
Con (+3):
Concentration:
Int (+0):
Craft:
Knowledge (dungeoneering):
Knowledge (geography): 2
Knowledge (nature): (+2 Synergy)
Wis (+1):
Heal:
Listen: 5
Profession:
Spot: 5
Survival: 5
Cha (-1):
Handle Animal: 5
Class Abilities:
Ranger:
Favored Enemy: Humanoid: Human
Track
Wild Empathy
Combat Style: Archery
Animal Companion: Swiftgale: Heavy Horse
Quote ()
Effective Druid Level: 2
Bonus HD: 0
Natural Armor Adj: 0
Str/Dex Adj: 0
Bonus Tricks: 1
Link
Share Spells
Quote (Swiftgale)
Size/Type: Large Animal
Hit Dice: 3d8+6 (Rolls: 5, 3, 7) = 21 HP
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural),
Touch: 10,
Flat-footed: 12
Base Attack: +2
Grapple: +9
Attack: Hoof -1 melee (1d6+1*)
Full Attack: 2 hooves -1 melee (1d6+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Feats: (1 + 1 + 1)
Rapid Shot*
Endurance*
Combat Reflexes
Quick Draw
Dodge
*Granted by Ranger
Gear: (600 gp):
Composite Longbow (Str: 2): 300 gp (3 lb)
Arrows (40): 2 gp (4 lb)
Rapier: 20 gp (2 lb)
Studded Leather Armor: 25 gp (20 lb)
Buckler: 15 gp (5 lb)
Explorer's Outfit: 10 gp (8 lb)
Bedroll: 1 sp (5 lb)
Rations, 5 days: 25 sp (5 lb)
Everburning Torch: 110 gp (1 lb)
Waterskin: 1 gp (4 lb)
Signal whistle: 8 sp
Cure Light Wounds Potion (2): 100 gp
1 pp, 3 gp, 5 sp, 1 cp
Carrying Capacity: (@ 14 Str)
Currently used = 57 lb
Light @ 58 lb. or less
Medium @ 59-116 lb.
Heavy @ 117-175 lb.
Languages:
Common
Background:
Personality:
Spells Known:
Ranger Spell List: Level 1
Spells/Day: 1/day (Bonus due to Wisdom)
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I'd join, but I only have a intro to AD&D set, probably old enough to be out of date. Someone would have to be willing to help me out as to the rules.
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You're missing your health. As posted earlier, I'm letting you guys roll your own. I trust ya, heh. At any rate, Rangers get 1d8 per level. Since you have a con bonus of 3, you would instantly get 11 health for being level one. Just roll the next three levels, add three to each, then add all the values together and you're done there.
I realize that you said that you were still working on the background, but so long as it's not too outrageous I'll accept it. The same for the deity. Approved there.
For your spell list, you have access to all level 1 Ranger spells. Standard stuff there.
And lastly, your pet has statistics identical to the entry in the Monster Manual. Nothing unusual there.
Just fix your Health and you're approved, Demon.
I realize that you said that you were still working on the background, but so long as it's not too outrageous I'll accept it. The same for the deity. Approved there.
For your spell list, you have access to all level 1 Ranger spells. Standard stuff there.
And lastly, your pet has statistics identical to the entry in the Monster Manual. Nothing unusual there.
Just fix your Health and you're approved, Demon.
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Mercutio Strongarm, Rogue 4
Age 16
Height 5'9"
Weight 164 lbs
Chaotic Neutral
Diety Tiamat
24 HP
+3 Base Attack
Speed 30ft
Strength 14 + 2
Constitution 15 + 2
Dexterity 17 + 3
Intelligence 12 + 1
Wisdom 8 — 1
Charisma 10 + 0
Fortitude +3 = +1 base + 2 stat
Reflex +7 = +4 base + 3 stat
Will + 0 = +1 base — 1 stat
AC 16 = 10 + 3 Dex + 3 armour
Initiative + 3
+4 melee = +3 BAB + 1 Str
+6 melee when using finesse weapon = +3 BAB + 3 Dex
+6 range = +3 BAB + 3 Dex
Spiked chain:
1d20+6 to hit, 2d4+1 damage, x2 crit
Adds +2 to disarm checks, can be dropped in order to prevent getting tripped when attempting a trip, 5' and 10' ranges, Weapon Finesse
Heavy crossbow:
1d20 +6 to hit, 1d10+1 damage, 19-20/x2 crit
Studded leather armour:
+3 AC, +5 Dex maximum, 0 check penalty
Masterwork armour
Balance +5
Bluff +2
Climb +2
Decipher Script +3
Diplomacy +2
Disable Device +7
Disguise +2
Escape Artist+7
Forgery +3
Hide +7
Intimidate +2
Jump +3
Listen +3
Move Silently +7
Open Lock +10
Pick Pocket +5
Search +5
Spot +3
Swim +3
Tumble +7
Use Magic Device +2
Use Rope +5
Exotic Weapon Proficiency (spiked chain)
Dodge
Weapon Finesse (spiked chain)
Sneak attack +2d6
Evasion (no damage if Ref save is successful)
Uncanny dodge (retain Dex bonus to AC)
Backpack 2lb
Bedroll 5lb
Flint + steel —
Crossbow +lb
Armour 20 lb
Chain 15 lb
Bolts 1 lb
Masterwork thief's tools 2 lb
Total: 54 lb
Light horse
Bit/bridle
Riding saddle
Saddlebags
66 GP
7 SP
7 CP
Mercutio Strongarm is a young man who is accustomed to having the world served up to him with absolutely no work on his part. Regardless of mentioning, Mercutio isn't exactly accustomed to life with a mercenary group.
The Strongarm line began with a cleric of an obscure five-headed dragon goddess who believed himself to be the deity's envoy to the world. Ever since, the Strongarm family has been obsessed with spreading the religion of the five-headed dragon goddess, and the line has always believed itself to be quite high and mighty. Over time, the Strongarm house assumed control of a small barony in the south that consisted of a few houses and a lot of swamp.
Mercutio Strongarm was to be the heir of the family. He is just as self-centred and arrogant as each of his forefathers back to the first cleric of the five-headed dragon goddess. He spent much of his childhood being spoiled by his parents or taking what he wished from the ridiculously poor people of the Strongarm barony. However, Mercutio always harboured a smouldering and very obvious hatred for his parents and their religion. In return, Mercutio's mother and father despised him for being an heir 'unfit to inherit the family lands',
When chaos broke out across the world, the residents of the barony grasped their chance and rebelled against the Strongarm rule, burning down the family manor with the Duke and Duchess still inside. Mercutio grabbed what he could and snuck out in the resulting confusion. By a combination of either bribing or bullying people along his route to provide him with transportation and shelter, Mercutio wound up in one of the larger cities of the land. Several opportunists recognized him and attempted to line their pockets by either capturing or killing him, and only Mercutio's influence and spare coin were able to save him.
Finally Mercutio discovered that, in this new land of insanity, there was no steady niche for him to fill. Believing that he would be able to intimidate his way to the top, he joined up with a small mercenary group called the Broken Blade. To his dismay, he found that they would not be so easy to stomp over as the peasants from the Strongarm barony and the get-rich-quick independent bounty hunters.
Mercutio does not initially seem like he should be a menacing person, but he has made himself into an unlikely bully. He is rather short at a mere five foot nine inches, but he can make himself seem to loom when he wishes to make an impression. His pale blue eyes are cold and narrow. They are very bright against his skin, which is heavily tanned, like most faces from the south. His mouth is constantly set in a sharp, condescending, annoyed or grievous way. His dark hair hasn't been cut since he left the Strongarm manor, and is becoming rather shaggy. He has small, deft hands and quick, sure feet, all rather well suited to his chosen profession. He doesn't walk so much as swagger, and stands on an angle that is often accompanied by a threatening positioning of his hands. He makes every effort to keep his attire as clean and presentable as possible, just in case he should run into someone with whom a good impression would benefit him.
Age 16
Height 5'9"
Weight 164 lbs
Chaotic Neutral
Diety Tiamat
24 HP
+3 Base Attack
Speed 30ft
Strength 14 + 2
Constitution 15 + 2
Dexterity 17 + 3
Intelligence 12 + 1
Wisdom 8 — 1
Charisma 10 + 0
Fortitude +3 = +1 base + 2 stat
Reflex +7 = +4 base + 3 stat
Will + 0 = +1 base — 1 stat
AC 16 = 10 + 3 Dex + 3 armour
Initiative + 3
+4 melee = +3 BAB + 1 Str
+6 melee when using finesse weapon = +3 BAB + 3 Dex
+6 range = +3 BAB + 3 Dex
Spiked chain:
1d20+6 to hit, 2d4+1 damage, x2 crit
Adds +2 to disarm checks, can be dropped in order to prevent getting tripped when attempting a trip, 5' and 10' ranges, Weapon Finesse
Heavy crossbow:
1d20 +6 to hit, 1d10+1 damage, 19-20/x2 crit
Studded leather armour:
+3 AC, +5 Dex maximum, 0 check penalty
Masterwork armour
Balance +5
Bluff +2
Climb +2
Decipher Script +3
Diplomacy +2
Disable Device +7
Disguise +2
Escape Artist+7
Forgery +3
Hide +7
Intimidate +2
Jump +3
Listen +3
Move Silently +7
Open Lock +10
Pick Pocket +5
Search +5
Spot +3
Swim +3
Tumble +7
Use Magic Device +2
Use Rope +5
Exotic Weapon Proficiency (spiked chain)
Dodge
Weapon Finesse (spiked chain)
Sneak attack +2d6
Evasion (no damage if Ref save is successful)
Uncanny dodge (retain Dex bonus to AC)
Backpack 2lb
Bedroll 5lb
Flint + steel —
Crossbow +lb
Armour 20 lb
Chain 15 lb
Bolts 1 lb
Masterwork thief's tools 2 lb
Total: 54 lb
Light horse
Bit/bridle
Riding saddle
Saddlebags
66 GP
7 SP
7 CP
Mercutio Strongarm is a young man who is accustomed to having the world served up to him with absolutely no work on his part. Regardless of mentioning, Mercutio isn't exactly accustomed to life with a mercenary group.
The Strongarm line began with a cleric of an obscure five-headed dragon goddess who believed himself to be the deity's envoy to the world. Ever since, the Strongarm family has been obsessed with spreading the religion of the five-headed dragon goddess, and the line has always believed itself to be quite high and mighty. Over time, the Strongarm house assumed control of a small barony in the south that consisted of a few houses and a lot of swamp.
Mercutio Strongarm was to be the heir of the family. He is just as self-centred and arrogant as each of his forefathers back to the first cleric of the five-headed dragon goddess. He spent much of his childhood being spoiled by his parents or taking what he wished from the ridiculously poor people of the Strongarm barony. However, Mercutio always harboured a smouldering and very obvious hatred for his parents and their religion. In return, Mercutio's mother and father despised him for being an heir 'unfit to inherit the family lands',
When chaos broke out across the world, the residents of the barony grasped their chance and rebelled against the Strongarm rule, burning down the family manor with the Duke and Duchess still inside. Mercutio grabbed what he could and snuck out in the resulting confusion. By a combination of either bribing or bullying people along his route to provide him with transportation and shelter, Mercutio wound up in one of the larger cities of the land. Several opportunists recognized him and attempted to line their pockets by either capturing or killing him, and only Mercutio's influence and spare coin were able to save him.
Finally Mercutio discovered that, in this new land of insanity, there was no steady niche for him to fill. Believing that he would be able to intimidate his way to the top, he joined up with a small mercenary group called the Broken Blade. To his dismay, he found that they would not be so easy to stomp over as the peasants from the Strongarm barony and the get-rich-quick independent bounty hunters.
Mercutio does not initially seem like he should be a menacing person, but he has made himself into an unlikely bully. He is rather short at a mere five foot nine inches, but he can make himself seem to loom when he wishes to make an impression. His pale blue eyes are cold and narrow. They are very bright against his skin, which is heavily tanned, like most faces from the south. His mouth is constantly set in a sharp, condescending, annoyed or grievous way. His dark hair hasn't been cut since he left the Strongarm manor, and is becoming rather shaggy. He has small, deft hands and quick, sure feet, all rather well suited to his chosen profession. He doesn't walk so much as swagger, and stands on an angle that is often accompanied by a threatening positioning of his hands. He makes every effort to keep his attire as clean and presentable as possible, just in case he should run into someone with whom a good impression would benefit him.