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Aelfric of Adgefrin
Race: Human
Nature: Judge
Demeanor: Defender
Age: 32
Attributes: Strength 3; Dexterity 4; Stamina 3; Charisma
3; Manipulation 4; Appearance 4; Perception 3; Intelligence 3; Wits 3
Abilities: Alertness 3; Athletics 2; Brawl 2; Dodge 2;
Empathy 2; Intimidation 1; Intuition 1; Leadership 3; Subterfuge 1; Woodcraft
2; Animal Ken 1; Archery 2; Etiquette 2; Melee 3; Ride 3; Stealth 1; Survival
2; Academics 1; Hearth Wisdom 2; Investigation 3; Law 2; Politics 2; Seneschal
1; Wood Lore 2
Backgrounds: Resources 4; Retainers 3; Status 3; Fame
2; Influence 2
Virtues: Conscience 4; Self Control 4; Courage 4
Humanity: 8
Willpower: 7
Image: Aelfric has fair hair, brown eyes and is of average
height. His face is open and honest and people have a way of automatically
trusting him. He is in his early thirties and has the air of a natural
born leader. The wealth he owns is obvious from his dress, though not
overly so.
Background: Aelfric has always in the hall at Adgefrin.
When his Father died, he inherited the settlement and the lands attached
to it. Despite his wealth and local power he has always been just and
fair to those considered lower than him. A lot of his time is spent in
the company of his wife and Eadberht, his steward dealing with the day
to day running of his estate.
Roleplaying Hints: You know you are in charge and so
does everyone else, so why push the point? However, when you have to,
you will bring your power to bear on those that require it. You are very
expressive and constantly gesture when talking, though rarely do you raise
your voice. While you recognise that the people who call you Thegn owe
you their service, you also recognise that in return you owe them safety
and aid when they need it.
Ardith, Aelfric’s Wife
Race: Human
Nature: Caregiver
Demeanor: Caregiver
Age: 30
Attributes: Strength 1; Dexterity 3; Stamina 2; Charisma
3; Manipulation 3; Appearance 3; Perception 3; Intelligence 2; Wits 3
Abilities: Alertness 2; Athletics 1; Dodge 1; Empathy
3; Intimidation 2; Intuition 3; Leadership 1; Subterfuge 3; Woodcraft
1; Animal Ken 2; Archery 2; Crafts 3; Etiquette 2; Herbalism 2; Ride 2;
Stealth 1; Academics 2; Hearth Wisdom 2; Investigation 2; Law 1; Medicine
2; Occult 1; Politics 2; Seneschal 3; Wood Lore 1
Backgrounds: Influence 1; Retainers 3; Resources 4,
Virtues: Conscience 4; Self Control 4; Courage 3
Humanity: 8
Willpower: 6
Image: Ardith is in her early thirties but is still a
good looking women despite working for most of her life. She is tall,
has pale grey eyes and light blonde hair. Her clothes are neat, but exceptionally
ornate, with billowing bell sleeves and silvered embroidery when she is
dressed up, and only slightly more practical when she is working.
Background: Ardith was a village girl who grew up looking
up to Aelfric and Edwin as the ‘lads’ who would tease the
younger girls mercilessly but equally stole their hearts. As she got older
Aelfric noticed and much to the annoyance of his Father (who wished him
to try and marry into the Earl’s family) courted and married her.
Roleplaying Hints: You are now a Lady of the area, but
know that you were not born into it. When visiting at Bebbanburgh some
of the other women will poke fun at you but you are happy and ignore them.
Everyone looks to you as a ‘mother’ figure and you frantically
get yourself worried when Aelfric or any of the Huscarls are out fighting
as they are your charges and might get into trouble if you are not watching
over them.
Edwin, Personal Huscarl
Race: Human
Nature: Defender
Demeanor: Barbarian
Age: 31
Attributes: Strength 4; Dexterity 4; Stamina 4; Charisma
2; Manipulation 2; Appearance 3; Perception 2; Intelligence 2; Wits 3
Abilities: Alertness 4; Athletics 3; Brawl 3; Dodge 3;
Intimidation 2; Leadership 2; Archery 2; Melee 4; Ride 2; Stealth 2; Survival
2; Hearth Wisdom 1; Investigation 1; Law 1; Medicine 1; Politics 1; Seamanship
2
Backgrounds: Allies 1; Fame 2; Retainers 2
Virtues: Conscience 4; Self Control 3; Courage 5
Humanity: 7
Willpower: 6
Image: Edwin is a typical Saxon; fairly tall and well
built with blonde hair and blue eyes. He speaks quietly and firmly, except
when in battle or when enraged in which he bellows fearfully. Utterly
loyal to his Thegn, though through a bond of friendship rather than money,
as the two have grown together knowing that it would happen (Edwin’s
father was Huscarl to Aelfric’s), and therefore he is the most trusted
of all Aelfric’s Huscarls. .
Background: Edwin was a childhood friend of Aelfric and
the pair of them ran wild over the local area and got to know it exceptionally
well. He was taught his skills by his father and the old Thegn’s
Huscarls. When his father died there was no question of who should fill
his place. Edwin is usually found with Aelfric, either guarding him or
helping him with the days work.
Roleplaying Hints: While not as clever as some, you are
not stupid. You will however play on the ‘dumb warrior’ idea
if you think people will talk more easily with you. Aelfric is your closest
friend and ally and the pair of you are more like brothers than Thegn
and Huscarl, as such you are totally loyal to him, but can also stand
up to him. You also recognise the need for protection and aid to be given
to those who are considered below you.
Aethelfrith, Priest and Hedge Mage
Race: Human/Hedge Mage (Light)
Nature: Loner
Demeanor: Sage
Age: 42
Attributes: Strength 1; Dexterity 2; Stamina 2; Charisma
3; Manipulation 3; Appearance 2; Perception 4; Intelligence 4; Wits 4
Abilities: Acting 2; Alertness 2; Empathy 3; Intuition
2; Subterfuge 2; Animal Ken 2; Crafts 1; Herbalism 4; Melee 1; Music 1;
Sagaman 2; Stealth 1; Survival 2; Academics 2; Hearth Wisdom 4; Investigation
2; Law 3; Linguistics 2; Medicine 3; Occult 3; Politics 2; Rune Lore 2;
Seneschal 2; Wood Lore 2
Backgrounds: Sanctuary 1; Contacts 2; Library 2; Arcane
3;
Virtues: Conscience 3; Self Control 4; Courage 3
Humanity: 7
Willpower: 8
Image: Most of the time Aethelfrith wears his priests
habit and shoes. His hair is kept in a tonsure from his monastery days
and he walks with the rolling gait of someone who has most definitely
been around and seen things. Both his eyes and the remaining hair on his
head are brown. He is quite short and walks in virtual silence, often
surprising anyone he greets who hasn’t yet seen him.
Background: Aethelfrith has travelled quite extensively
and has had a varied education. Initially he was groomed for the cloister,
but took himself away one night when his tutoring began to bore him. He
travelled for many years throughout Europe and saw many unusual things
that he is still looking for explanations of. About 10 years ago he settled
at Adgefrin and when their priest died, he took over at the church. He
is now quite contended with his role as a spiritual guide and supplier
of herbal remedies to the local people, as the peaceful life allows him
to pursue his research with little trouble, just the occasional trip to
Lindisfarne or the monastery at Jarrow to look at their extensive collections
of texts.
Roleplaying Hints: Unless deeply interested in the talking
around you (or at you) you are generally contemplating other things –
your current research, the spirits around, local unusual ‘things’,
God (remember you may be a Hedge Wizard, but you are still a priest as
well). When delivering your sermons, or explaining something to some you
are highly eloquent and can go for hours.
Eadberht, Steward
Race: Human
Nature: Autocrat
Demeanor: Innovator
Age: 39
Attributes: Strength 3; Dexterity 2; Stamina 3; Charisma
3; Manipulation 2; Appearance 2; Perception 3; Intelligence 3; Wits 3
Abilities: Alertness 3; Athletics 1; Brawl 1; Empathy
2; Intimidation 1; Intuition 2; Leadership 1; Subterfuge 2; Archery 2;
Crafts 1; Etiquette 1; Melee 1; Ride 2; Survival 1; Academics 2; Hearth
Wisdom 2; Investigation 2; Law 1; Politics 2; Seneschal 3
Backgrounds: Allies 2; Contacts 2; Status 2
Virtues: Conscience 4; Self Control 3; Courage 3
Humanity: 7
Willpower: 7
Image: Eadberht is a short and balding man in his late
thirties. He is always going somewhere and organising something or somebody,
and gets quite distressed if he has to stop. His clothes are fine and
he obviously works for someone of wealth. His eyes are grey and his thinning
hair is also a greying blonde.
Background: Eadberht was brought up in the Earl’s
palace at Bebbanburgh and has always been one for organising. Once he
became old enough to read and write he quickly learnt how to run things.
During a visit to Adgefrin Aelfric’s Father asked him to return
when he had finished his learning and he would be appointed steward of
the lands. Eadberht returned a few years later and the Thegn employed
him immediately. Aelfric continued with him once he inherited the lands,
and as with most of Aelfric’s close aides, he is more of a friend
than a paid worker.
Roleplaying Hints: Someone, somewhere always needs organising
and it is your job to get it done. Many people view you as slightly odd
because of your fascination with numbers and making everything just so,
but if you didn’t do it, who would? You are friendly towards other
people and will do you best to help any of Aelfric’s tenants who
have a problem as in the long run it makes it easier to deal with everything
if everyone is happy and contended.
Godwine the Potter
Race: Human/Kinfolk
Nature: Rebel
Demeanor: Rogue
Age: 32
Attributes: Strength 3; Dexterity 3; Stamina 3; Charisma
1; Manipulation 3; Appearance 2; Perception 2; Intelligence 2; Wits 3
Abilities: Acting 2; Alertness 2; Athletics 2; Brawl
3; Larceny 2; Subterfuge 3; Woodcraft 2; Archery 3; Crafts 3; Herbalism
1; Melee 2; Ride 2; Stealth 3; Survival 2; Hearth Wisdom 2; Investigation
2; Law 1; Medicine 2; Occult 3; Wood Lore 2
Backgrounds: Allies 1; Contacts 1; Resources 2; Mentor
2
Virtues: Conscience 2; Self Control 4; Courage 3
Humanity: 6
Willpower: 6
Image: A middle aged man, quite well built and obviously
one who spends a lot of time in the wild. He has short curly brown hair
and brown eyes. His mouth seems to be in a permanent sneer as if he knows
something no one else does.
Background: Godwine is Kinfolk but wishes to be more.
After moving into the area from the south he thinks that the local Garou
are shutting him out as none have been in contact (actually none of them
about him). He knows of Edgar and believes him to be a werewolf (he is
actually Knifolk) and he willing helps Edgar by spying for potential Garou
in the village and surrounding areas so that Edgar can kidnap them and
pass them onto the BSD. He told Edgar of Kendra and helped him capture
her.
Roleplaying Hints: They all think that they are safe
in this little world but you know better and you are going to get there
one day. You know that you could change if you were shown how, but that
THEY don’t want you to know because they don’t like you. Edgar
likes you though and if you help Edgar he will show you how to change.
Until then carry on as normal and wait until you are all powerful. You
know everyone is trying to pick a fight with you, so always be aggressive
to them to let them know you are not scared.
Edgar
Race: Human/Kinfolk
Nature: Tyrant
Demeanor: Traditionalist
Age: 54
Attributes: Strength 4; Dexterity 3; Stamina 3; Charisma
2; Manipulation 2; Appearance 2; Perception 3; Intelligence 3; Wits 3
Abilities: Alertness 3; Athletics 2; Brawl 3; Larceny
2; Leadership 3; Subterfuge 3; Woodcraft 3; Archery 3; Herbalism 2; Melee
3; Ride 2; Stealth 3; Survival 3; Hearth Wisdom 3; Investigation 2; Medicine
3; Occult 3; Wood Lore 3
Backgrounds: Allies 2
Virtues: Conscience 2; Self Control 4; Courage 4
Humanity: 6
Willpower: 8
Image: Edgar is quite old, but he looks well weathered
rather than beaten. His hair is grey, but his eyes are a clear pale blue.
He has a honest friendly face and could be anyone vigorous Grandfather.
Background: Brought up on the edge of a Border Pit, Edgar
has always been unusual. As a child he tormented and trapped small animals
and other children and as he grew., this trait became worse and he started
kidnapping. This activity was drawing too much attention to the Pit and
the Hive so he left and settled down in the wilds of Northumbria. Since
he is quite out of the way he has resumed his old tricks, but now captures
Garou cubs and passes them over to the BSD. He currently has two BSD cubs
and is putting them through their Rite of Passage.
Roleplaying Hints: You maintain a good friendly front,
though underneath you are a despicable human, delighting in capturing
and imprisoning un-changed Garou and allowing them to be corrupted by
the Dancers. Act calm and friendly to everyone, but be ready to turn on
them when you need to.
Elswyth of Dun’Abor
Race: Vampire/Caitiff
Nature: Survivor
Demeanor: Visionary
Apparent Age: Early thirties
Actual Age: 78
Generation: 8th
Attributes: Strength 3; Dexterity 3; Stamina 4; Charisma
2; Manipulation 4; Appearance 2; Perception 5; Intelligence 5; Wits 4
Abilities: Acting 2; Alertness 3; Dodge 2; Empathy 4;
Subterfuge 3; Woodcraft 3; Animal Ken 3; Herbalism 4; Melee 1; Stealth
3; Survival 3; Hearth Wisdom 3; Investigation 2; Medicine 4; Occult 4;
Seneschal 2; Wood Lore 3
Backgrounds: Generation 3; Contacts 2; Retainers 2
Disciplines: Mortis 4; Auspex 3; Animalism 3; Fortitude
3; Obfuscate 2
Virtues: Conscience 3; Self Control 4; Courage 4
Humanity: 6
Willpower: 7
Image: Always a weak child, Elswyth grew into a thin
and quite short woman. Her dark blonde hair is lank and lifeless, her
eyes are pale grey and never seem to show any emotion. She has exceptionally
pale skin, made more noticeable by the fact that she always wears dull
brown robes like those of a priest.
Background: Elswyth grew up around the small town of
Ewewic. Like her sisters she was destined it seemed to be married and
have children. However her quick and inquisitive mind marked her out to
a passing stranger who caught her attention. As she was so plain the attention
was welcomed and she ran off with him one night into the darkness. He
was a Cappadocian and Embraced her that night. As a initiation her buried
her in the barrow and waited for her to crawl out. After a few hours she
managed it but her Sire was nowhere to be seen, and she has not laid eyes
on him since her Embrace. Unknown to her, he went briefly to Maelmin to
feed and was killed by a werewolf who found him. Since then Elswyth has
remained in her barrow researching and studying. The presence of the death
around her sparked something and she was instinctively eager to research
all she could about life and death. Over the years she has carefully ghouled
local animals and occasionally a human. This has enabled her to keep contact
with the outside world and get on with her research. She is slightly insane,
but it comes across more as an obsession with her studies.
Roleplaying Hints: Here in your home you are alone, and
you like it that way. Over the years you have expanded the barrow chambers
into your own little haven and have used your powers to keep the locals
away. You have even found out its name from some of the Fae folk that
have passed – Dun’Abor. Some things grab your attention and
you will study them for as long as there are interesting, but then you
will revert to your real goal – what happens next? You are willing
to tolerate anyone as long as they can help you gather information for
your studies and really have no prejudice against anyone.
Sigeferth
Race: Human/HedgeMage (Dark)
Nature: Autocrat
Demeanor: Tyrant
Age: 63
Attributes: Strength 3; Dexterity 3; Stamina 3; Charisma
3; Manipulation 4; Appearance 1; Perception 4; Intelligence 5; Wits 4
Abilities: Alertness 3; Athletics 1; Awareness 3; Brawl
1; Dodge 2; Expression 2; Fortune Telling 3; Intuition 2; Subterfuge 3;
Animal Ken 2; Etiquette 1; Herbalism 4; Meditation 3; Melee 1; Research
4; Stealth 1; Survival 2; Alchemy 3; Enigmas 4; Hearth Wisdom 3; Investigation
3; Linguistics 3; Lore 4; Medicine 2; Occult 4;
Backgrounds: Arcane 1; Library 3; Resources 2; Sanctuary
3
Paths: Ephemera 3; Divination 2; Summoning (Daemonic)
4; Hellfire (Lightning) 2; Alchemy 2; Shapeshifting 3
Disciplines: Potence 2; Fortitude 2; Protean 1
Other Traits: Retractable Claws (S+2 Ag), Acid Gout (3
Ag)
Virtues: Conscience 2; Self Control 4; Courage 4
Humanity: 6
Willpower: 8
Image: Sigeferth is an exceptionally evil man and it
shows in his appearance. He usually wears a grubby dark coloured cloak
over a ragged kirtle. Matted and thinning dirty greyhair covers his head
and there is the constant stubble of a few days of not shaving on his
face. A permanent grimace covers his mouth and his eyes seem to be mocking
as he talks.
Background: Growing up as the last son of a poor farmer
was never going to get Sigeferth anywhere, so quite early in his life
he began looking for other ways to increase his power. He discovered a
master of Dark Sorcery while travelling to a market with his father and
promptly ran away with him. Since then, Sigeferth has spent the last 50
years learning the Dark Sorcery and working for his master. In addition
to his ‘standard’ learning, Sigeferth has also used his powers
of summoning to call up infernal demons who have granted him additional
powers andabilities. Curious about this new group of ‘heroes’
who appear to have risen from nothing, his master has sent Sigeferth out
to investigate and learn of their powers and abilities.
Roleplaying Hints: Despite having spent longer than most
people live studying the Dark Sorcery, you know that you are still but
a journeyman and that worries you. How much longer do you have left before
you too are dead? Currently, you are working on using demonic pacts to
increase your life, but this has to be balanced with the wishes of your
master. Do as you have been instructed, but do not let your own works
be forgotten for too long.
Wulfrum, Sept Leader of the Roughting Linn Caern
Race: Lupine/Fenrir (Homid/Forseti)
Nature: Innovator
Demeanor: Defender
Age: 35
Attributes: Strength 3; Dexterity 3; Stamina 3; Charisma
4; Manipulation 4; Appearance 3; Perception 4; Intelligence 3; Wits 4
Abilities: Alertness 4; Athletics 2; Brawl 3; Dodge 2;
Expression 2; Empathy 3; Intuition 2; Primal Urge 3; Subterfuge 3; Animal
Ken 2; Etiquette 2; Leadership 4; Melee 3; Stealth 3; Survival 2; Academics
3; Enigmas 4; Hearth Wisdom 3; Investigation 3; Law 3; Linguistics 3;
Lore 4; Medicine 2; Occult 4; Rituals 4
Backgrounds: Kinfolk 3; Resources 3; Pure Breed 3; Military
Force 4; Hunting Grounds 3
Gifts: Persuasion, Master of Fire, Scent of the True
Form, Truth of Gaia, Speech of the World, Call of Duty, Sense Guilt, Spirit
Witness, Calm the Savage Beast, Scent of Beyond
Rituals: Rite of Talisman Dedication
Rage: 4
Gnosis: 5
Willpower: 8
Image:. Wulfrum is a quite tall and imposing man with
short dark blonde hair and piercing blue eyes , and while he certainly
isn’t the biggest in the Sept, he projects an aura of authority.
His dress is quite rich, as befits the leader of the Sept.
Background: Wulfrum’s family have always been part
of the caern, and usually it’s Sept Leader. Wulfrum’s grandfather,
Leoric, was the leader when the Gangrel Jotunn approached the caern and
formed a truce. Wulfrum’s father was also Sept Leader and when he
died, the mantle passed to Wulfrum without argument. Having been brought
up knowing he would probably fill the place has meant that Wulfrum excels
at the position and is well liked by all in the caern.
Roleplaying Hints: You are the power behind the caern,
even the Marshall Arinbjorn would bow to you in time of war and allow
you to direct the defenders of the caern. However, because of knowing
that one day you would probably become Sept Leader you have accepted the
position without any increase in your own self feeling, you know you place
is to aid and guide, not rule.
Arinbjorn, Marshall of the Roughting Linn Caern
Race: Lupine/Fenrir (Lupus/Modi)
Nature: Barbarian
Demeanor: Barbarian
Age: 5 (29)
Attributes: Strength 5; Dexterity 4; Stamina 5; Charisma
3; Manipulation 2; Appearance 2; Perception 3; Intelligence 3; Wits 3
Abilities: Alertness 4; Athletics 4; Brawl 5; Dodge 5;
Intimidation 5; Primal Urge 4; Subterfuge 2; Archery 3; Leadership 4;
Melee 5; Stealth 5; Survival 5; Enigmas 2; Hearth Wisdom 2; Investigation
3; Linguistics 1; Occult 2;
Backgrounds: Kinfolk 1; Pure Breed 1; Ancestors 3
Gifts: Visgae of Fenris, Razor Claws, Heightened Senses,
Ley Lines, Scent of Sight, Spirit of the Fray, True Fear, Silver Claws,
Might of Thor, Redirect Pain, Iron cannot Pierce
Rage: 8
Gnosis: 7
Willpower: 9
Image:. Every inch the barbarian warrior, Arinbjorn stands
over 6’6” tall (in a world were 5’4” was average
for a man) and his head is surrounded by a mane of long blonde hair. Due
to his Lupus background, and the fact that he is actually Norwegian rather
than English both his mannerisms and speech seem very different, unusual
and sometimes insulting and arrogant to those that don’t know him.
While not stupid, his intelligence is very practical and even his subtleties
are quite blunt.
Background: As a wolf raised in northern Norway Arinbjorn
was always the strongest, biggest and fastest of his pack. He came from
warrior stock and it shows. He has risen quickly in the eyes of the local
garou and now commands position as the Marshall under Wulfrum.
Roleplaying Hints: You are very happy with your life
and as a result are exceptionally friendly to everyone, if you meet anyone
you consider your equal as a warrior you will challenge them to a friendly
wrestle. Others, who may not survive such an ordeal are offered your hand
as a fellow and can know that you are an honourable man. The wolf side
of you does not rest easy though when a human, and no man should ever
cross you or betray you or a friend if he wishes to live.
Hallvar, Master of the Rite at the Roughting Linn
Caern
Race: Lupine/Fenrir (Homid/Theurge)
Nature: Caretaker
Demeanor: Loner
Age: 31
Attributes: Strength 3; Dexterity 3; Stamina 3; Charisma
4; Manipulation 4; Appearance 3; Perception 4; Intelligence 4; Wits 4
Abilities: Alertness 4; Athletics 1; Brawl 1; Dodge 2;
Expression 3; Empathy 4; Intuition 3; Primal Urge 2; Subterfuge 4; Melee
2; Academics 3; Enigmas 4; Hearth Wisdom 3; Investigation 3; Law 2; Linguistics
2; Lore 4; Medicine 3; Occult 4; Rituals 4
Backgrounds: Ancestors 3; Kinfolk 2;
Gifts: Persuasion, Sense Wyrm, Spirit Speech, Resist
Pain, Command Spirit, Sight from Beyond, Sense Guilt, Expel Spirit, Pulse
of the Invisible, Spirit wassail
Rituals: Rite of Cleansing, Rite of the Wilderness, Awakening
of Gaia’s Strength, Moot Rite, Rite of the Opened Caern, Rite of
the Opened Bridge, Rite of Spirit Awakening, Rite of Binding, Rite of
Summoning, Rite of Accomplishment
Rage: 4
Gnosis: 7
Willpower: 8
Image:. Hallvar is a man of average height and build.
He is usually pleasant, though can often appear to be distracted as he
converses with the spirits around him.
Background: Hallvar was born and raised at the caern.
As a pup, he was intrigued by the dancing flames of fires and the running
water in the rivers and streams. Later it became apparent that in addition
to being a Theurge and able to communicate with the spirits, he could
actually seem them permanently and as clear as day. Stepping sideways
was barely an effort and he was obviously marked as the next Master of
the Rite once he beggn to learn how to control the spirits he could see
and hear.
Roleplaying Hints: People always seem to forget that
you are actually present in two worlds simultaneously and that spirits
are constantly seeking your attention. Act irritable if interrupted while
talking to them, but take the time to explain that you were already busy.
As a Master of the Rites, you are near without equal as the spirits seem
to flock to do your bidding, respect this and treat them all as they deserve.
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