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 Post subject: Character Sheets.
PostPosted: Thu Aug 25, 2016 5:08 am 
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Joined: Sun Jan 11, 2015 3:21 am
Posts: 1630
Location: Melbourne, Australia
Profession: Hunter
Please repost all sheets here.

co-author Fury of the Deep
co-author Friends or Foes
co-author Dragon Warriors Players Guide
co-author Cold Fury
co-author Cadaver Draconis
co-author Ordo Draconis 1 and 2.

 Post subject: Re: Character Sheets.
PostPosted: Thu Aug 25, 2016 5:27 am 
10th Rank
10th Rank
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Joined: Tue Jan 13, 2015 12:17 pm
Posts: 1611
Profession: Barbarian
Prince Kuublu Oublu
Profession: Mungodan Cavalryman/Knight/Ritter
Rank: 3
181118 now 4th rank

str 9
ref 9
int 13
psy 7
lks 13

Health Points (15): 6
171216 9
171219 5
171219 7
171226 13
180227 Skeleton club 10
180313 healed 2 12
180511 fin 14
180825 horned by zombie 9
180830 healed 14
180912 poison cloud 9
180922 healed 3 apres wasting Darjan 12
181104 slashed by buzwe 8
181104 healed by Chimera 10
181105 rank up 11
190602 Healed up ready for brain eaters 15
190612 shoulder chewed off 8
190616 arterial bleeding 7
190712 healed up 15
191127 smacked in ribs 10

Attack: 16 (17 with spear or javelin)
Defence: 10
Magical Defence: 6
Evasion: 4
Stealth: 14
Perception: 6

Buffalo skin sack with straps
3 torches
Flint and tinder
rope 10m
bundle to Kuublu, " There is a smaller package inside for my wife the rest id the requisitions and reports."

dagger, hilt encrusted with five large cut diamonds.

Legal scrolls from the tomb

Dagger (d4,3)

Javelin (d8,4)
Javelin (d8,4)

solid ebony wood shield engraved with figures of fierce warriors and polished to a high sheen.
Stripped down 'hard leather' armour/rhinoceros skin AF2

Kuublu's Donkey - given to Edo for Malims medical expenses
Carpet - gift from merchant - given to wise woman for snakebite treatment
Donkey found at bottom of cliff x - given to Chiemeka for scrolls
a handful of fonio grains, - given to etwa
a simple iron ploughshare, - given to etwa
silver and ebony circlet studded with moonstones, - given to the fort commander for escorts for the 2 admins to Malim

Gold 20 after looting buzwe
5 after paying Malim for expenses

Silver 8
Copper 37

Wagandan: Fluent, no literacy

Weapon mastery: Javelin
Weapon mastery: Spear

Noble Authority
Empowered by the authority of their patron—be it a noble, the king or the church—He holds a privileged place in feudal society. This authority will be conveyed by form of physical document or object that affirms the PCs status. Raises the PCs perceived status by 1. - See ANCESTRAL DAGGER above

The PC is able to maintain a composed and focused bearing under pressure, without displaying any outward signs of being flustered or disturbed. Furthermore, the PC is unaffected by Morale Checks and those of a lesser Rank accompanying the PC add +1 to their Rank when making Morale checks.

Navigator - Land
With access to an open sky the character may determine their course and approximate location to within 15 miles by rolling under their Intelligence score.

Kuublu's family had a lot of contact over the centuries since back in the time of the Selentine. For generations they formed the Mungodan cavalry that fought in an earlier age. Since then the noble titles have been passed on to successive generations. Kuublu is 17th of 49 children, the 2nd son of the 4th wife and thus has a noble title which is not recognized 5 miles from his ancestral lands. Many of his brothers and cousins are dispersed and introductions and announcements can take 10 minutes as he recites his origins. Has a perfect recollection of oral ancestries and can discuss and relate to distant cousins 5 generations apart.

given to the messenger:
Ancestral Dagger (d4,3) (decorated with colourful tropical bird feathers, leopard teeth, lion skin and two leather orbs hanging off it, a symbol of extreme masculinity and refinement that impresses those who recognize it)


And so the show begins!!!
https://groups.yahoo.com/neo/groups/dwp ... ssages/640

Last edited by Kharille on Wed Nov 27, 2019 12:21 pm, edited 35 times in total.

 Post subject: Re: Character Sheets.
PostPosted: Thu Aug 25, 2016 9:35 am 
7th Rank
7th Rank
User avatar

Joined: Thu Feb 05, 2015 8:31 pm
Posts: 360
Location: Oxfordshire, UK
Profession: Elementalist
Profession: Sorcerer
Rank: 4

: 7
Reflexes: 9
Intelligence: 12
Psychic Talent: 12
Looks: 9

Health Points (6): 6
Magic Points (16): 8

Attack: 11
Defence: 6
Magical Attack: 18
Magical Defence: 8
Evasion: 3
Stealth: 14
Perception: 6

Lantern, flint-and-tinder
Dagger (d4, 3)
Ebony staff (d6, 3)
Leather necklace (from Aunt Nansi) ( Protection against Mother of Moons Mental Control.)
Bloodstained shield (from Kuublu)
Pouch of herbs
Pouch of green gems
Bag of wind


20 F
20 G

Level 1 spells
Fire of Horirem (Dragonbreath)
Deception of Suty (Image)
Blessing of Aset (Lesser Healing)
Light of Hons (Moonglow)
Apitus’s Gateway (Portal)
Sebak’s Wasting (Weaken)

Level 2 spells
Vision of Amynus (Detect Aura)
Protection of Aset (Hold off the Dead)
Sebak's Dart (Inflict Wound)
Eyes of Amynus (Peer)
Tendrils of Neb-nofre (Tangleroots)
Aset's Charm (Warding)

Level 3 spells
Feast of Neb-Nofre (Banquet)
Marker of Hons (Beacon)
Command of Nekht-khem (Command)
Boon of Aset (Greater Healing)
Suty's Deceit (Illusion)
Minions of Enuba (Wolfcall)

Level 4 spells
Cleansing of Aset (Antidote)
Taint of Sebak (Curse)
Sebak's Blight (Disease)
Wisdom of Amynus (Oracle)
Kuk's Lash (Shadowbolt)
Aset's Barrier (Wall of Magic)

[Native tongue]: Fluent
Wagadan: Fluent
A number of forest people dialects and languages: Basic
Ancient Kaikahuran (Qemor hieroglyphics; Intermediate)

Chiemeka was born into the labouring people of his tribe, a class effectively owned by the Tribal Ruler. His parents covered up the inauspicious birthmark on his left shoulder as long as they could, but when he entered the workforce at the age of 9, it soon came to the attention of the Elders. When they discovered that the boy was also left-handed, he was decreed to be cursed by the gods, and banished from the village. The child would surely have died had he not stumbled across a strange obelisk in the jungle. On touching the obelisk, Chiemeka heard ancient spirits speaking to him, telling them that he was Chosen One of the god Aset, an Ancient Kaikahuran deity of healing. The spirits gave Chiemeka the ability to heal people, to find his way in the dark, and to protect himself against enemies by force and trickery. They also guided him to magical waters that could heal and increase strength. By studying the symbols on the obelisk, he was even able to make some headway in understanding the strange language of the ancients. Since then, Chiemeka has wandered the jungles and forests of Mungoda, protecting and healing where he can, in the name of the goddess who saved his life as a child, but always moving on before his strange magics condemn him to death as a witch or demon.

Last edited by drb1004 on Thu Dec 12, 2019 12:21 pm, edited 71 times in total.

 Post subject: Re: Character Sheets.
PostPosted: Thu Aug 25, 2016 9:09 pm 
Site Admin
Site Admin
User avatar

Joined: Fri Jan 09, 2015 12:46 am
Posts: 584
Location: Victoria, Australia
Profession: Knight
Pulgil, a warrior of the river land (Barbarian)

Rank: 2

STR 12
INT 14
PT 7
LKS 10


Health points: 11

Spear (2d4, 4)
6 arrows (d6,4)
6 +1 arrows ( d6+1, 5)

Crocodile hide armour (AF 2)

Potion of Life ( Elixir Vitae)

Arrow Mind (in place of Berserk)
Swimming (in place of Ride Warhorse)

Languages: Native tongue, Wagandan

Pulgil is the fourth daughter of the second wife of a mighty hunter of a tribe of the Cosh Goyope. She has been afflicted by wanderlust from an early age and her parents indulged her in this allowing her to range far afield from their home in her early adolescence to live and die by her own skills. She survived well. When it came time for her to face marriage, the man who wanted her was far too old for her liking but her father tried to insist on the match eventually telling Pulgil her choice was to marry as he wished or leave the lands forever. Pulgil likes to think her father knew exactly what he was doing - and took this course as the only way he could set her free to live as she wished within the strict mores of their tribe. She now wanders as she will.

Life and Death Are Only a Dice Roll Away!

Shaun Hately
co-author A Weak Pleasure
co-author Friends or Foes
co-author Dragon Warriors Players Guide

 Post subject: Re: Character Sheets.
PostPosted: Tue Aug 30, 2016 8:25 am 
7th Rank
7th Rank
User avatar

Joined: Fri Jan 23, 2015 9:25 pm
Posts: 442
Profession: Sorcerer

Ammu Kho, a pastoralist turned shaman from Mungoda's southern grasslands.
Profession: Mystic
Rank: 1

Str: 10
Ref: 5
Int: 10
Psy: 15


Health points: 10

WEAPONS: Bow, quiver (6 arrows), dagger, knobkerrie (d4,3)
ARMOUR: Leather hide (AF 1)
EQUIPMENT: Lantern, flint & tinder, backpack, bow, quiver (6 arrows), 3 day's water and provisions, blanket, rope.
SKILLS: Premonition 37%, ESP 8%, outdoor survival
Coti's Milk (Invigorate)
The Green Eyed Snake (Mirage)
Winter Moon (See Enchantment)
Gaunab's trick (Suspended Animation)

Languages: Native tongue, Wagandan (?)

Ammu lived with his wife and many children in peace for nearly two decades in the sweeping grasslands in the south of Mungoda. Although not rich, Ammu had a healthy herd and could feed his kin, and he was seen as a respectable member of society. He always had a sensitivity to the unseen, which in his culture is called "the Moon's gift", but it was not until a traumatic raid by a neighbouring warlike people devastated his community that he began to have strange, disturbing dreams in which the moon turned red and the grass was swallowed up by the clouds.

Ammu moved north with his family and what remained of his herd to escape the hostile tribes, but strayed too near the coast. For a second time he fell victim to an unprovoked attack, this time by a horde of Volucreth which killed or captured his entire family and slaughtered his cattle. Barely escaping with his life, Ammu was driven mad with grief and spent a year wandering the land like a wild man. Something was unlocked in him in that time, and his latent powers began to manifest. It was when he was trying to steal food from the larder of a hill temple that he was captured by the monks living there. In time the compassion of one of their number helped bring Ammu to his senses, and it was this monk (himself a Mystic) who recognised Ammu's powers and helped him to hone them.

Finally departing from the temple, Ammu had been transformed by his experiences. Once a stolid, conservative family man, he is now a visionary; sometimes excitable, effusive and magnetic (though retaining a little of his old acerbity), and other times withdrawn and uncommunicative. He has a passionate hatred of reavers and of the Volucreth, detests slavery, and yearns to discover the source of his recurring dreams of a "third devastation". Now in his fortieth year, Ammu is short a but handsome and sturdy.

 Post subject: Re: Character Sheets.
PostPosted: Tue Sep 20, 2016 10:55 pm 
3rd Rank
3rd Rank

Joined: Tue Sep 13, 2016 12:58 pm
Posts: 88
Location: Liverpool, UK
Profession: Thane

Profession: Assassin (Rogue)
Rank: 1

Strength: 13
Reflexes: 13
Intelligence: 11
Psychic Talent: 10
Looks: 11

Health Points: 11

Attack: 14
Defence: 6
Magical Defence: 3
Evasion: 6
Perception: 8

Special Abilities
Unarmed Combat (d6,3)


Ida (Sword) (d8,4)
Sling (d6,3)

Leather (AF1)

Climbing Gear
Hand Lantern
Flint and Tinder

17 F

Wagandan (Native tongue)
Knows a few words of Sondawe

Average height and build with greying hair and beard.

Mthunzi's early life is little more than a haze of vague memories: a beautiful smiling face (perhaps his mother), mixed with shouting (a male voice, his father?), pain and fear... and then rejection. He remembers well the struggles as a boy in the city of Koumbi, stealing for food, running for his life, and the comradeship of this first street gang. The streets taught him well, how to take what he needed, how to fight, how to survive.

Membership of a small time criminal gang was a natural progression for the lithe and canny young Mthunzi, and he spent many years robbing and burgling at the behest of the gang leader. For the most part this suited him, and taking from the wealthy, those who had more than they needed was easy. But taking from the poor, those just getting by, did not sit well with him. It was on one such job that he lost his taste for this work and as a result was caught by the local militia, and incarcerated in the Koumbi goal.

Six long years were spent in hardship, each day a struggle for survival amongst the most brutal criminals in the city, and Mthunzi grew from a boy into a man. Upon his release he turned from his criminal ways and sought honest work, finding it as a house guard in a local brothel. For 10 years, Mthunzi put his brawling skills to use, throwing rowdy customers out into the street, but then the brothel was burned to the ground, and so he set to wandering.

Finding country folk to be me far more gullible than the shrewd and untrusting city dwellers Mthunzi travelled the land running con trick after con trick. Where he could he would target the wealthier folk and on occasion his dishonesty was revealed and he had to pack up and leave quickly..

 Post subject: Re: Character Sheets.
PostPosted: Wed Feb 08, 2017 3:08 pm 
7th Rank
7th Rank
User avatar

Joined: Fri Nov 18, 2016 9:05 am
Posts: 365
Profession: Sorcerer
Profession: Mystic
Rank: 2
Experience: 30/60
Health Points: 3/11

Primary Stats
Strength: 9
Reflexes: 14
Intelligence: 10
Psychic Talent: 13
Looks: 14

Secondary Stats
Attack: 12
Defence: 7 (+1 fr REF)
Magical Attack: 16 (+1 fr PSY)
Magical Defence: 6 (+1 fr PSY)
Evasion: 4 (+1 fr REF)
Perception: 7

Special Abilities
Premonition - 39% (35% + 2%/Rank)
ESP - 11% (5% + 3%/Rank)
Spell Mastery - See Enchantment
Mystical Spell Casting
Level 1 Spells
- Rays of the Morning (Invigorate)
- Shadow on the Mind (Mirage)
- Eyes of the Cat (See Enchantment)
- Life in the Void (Suspended Animation)
Level 2 Spells
- Owlsight (Darksight)
- Midnight Sun (Dazzle)
- Strength of the Wakuu (Might)
- Scent of the Hunted (Pursuit)
Raised by the Wakuu
- Considered as one of their own by any Bili Ape he meets.
- Limited ability to communicate with other great apes.
Climb (Difficulty Factor - Rank/2)

Machete (Shortsword equivalent) (d8,3)
Knife (Dagger equivalent) (d4,3)
Sling (d6,3)

Cured Hyena Hide (AF1)

Pouch (5 slingstones)
Coin Pouch
Skin containing animal grease (for making fire, fashioning torches)
Firestone (Flint & Tinder)

Other Items
Headband (rattan and leather, studded with greenstone bars)
Dagger (hooked iron and ebony, with its grip carved to resemble a mighty great ape)
Feathered Circlet ( +3 MD vs Spells which effect Mind )
Magical Staff (Wand of Ice and Heat; no more charges. Stats as staff, but counts as magical)
Polished Leather Flask (1 draught of Healing)

15 Florins

Wagandan (Native tongue)

A mere slip of a lad, barely out of his teens, black curly hair, dark-skinned, pearly white teeth, pleasing to look at in a sleek mysterious manner. His movements are quick and graceful, stealthy, like a stalking panther. His dark eyes are calm, his gaze steady and confident. Here in the rainforests of Mungoda, under the huge broadleafed trees and thick undergrowth, in the wet unrelenting sweltering heat, he is in his element. This is home.

Ak'kulula is a descendant of an unknown nameless tribe, the last survivor of a clan that is now extinct. Sixteen summers ago on a dark and terrible day, a warparty from a neighbouring rival tribe came upon the settlement and massacred every man, woman and child they came across. The baby Ak'kulula, barely six months old, was floated down a stream on a hastily constructed bed of twigs by his mother in her final act of love and hope for her child. Spotted by a passing troop of migrating Bili Apes, the baby was plucked out of the stream by the Matriarch, a mighty ape of exceptionally great wisdom and intelligence. Fearlessly, the child, gurgling in laughter, reached out his tiny hand and grasped her nose. The magical moment came and was gone in a split-second, leaving in its wake a strong enduring mystical connection that had formed between the human baby and the astonished great ape. The baby was adopted by the Matriarch into the troop and raised as one of her own sons.

There lived in the forest an old Mystic woman powerful in the Way. She is known as a friend to the troop of Bili Apes, who sometimes bring their sick and injured to her to be treated. As a little boy, Ak'kulula met the Mystic who, recognizing his innate talent, took him under her wing and began helping him explore, discover and develop his powers. And more than the Way, she taught him the ways of his human heritage as well, use of fire, steel weapons, human language.

Last edited by howareyou on Fri Sep 15, 2017 2:23 pm, edited 7 times in total.

 Post subject: Re: Character Sheets.
PostPosted: Mon Apr 23, 2018 2:05 pm 
7th Rank
7th Rank

Joined: Sat Apr 21, 2018 3:47 am
Posts: 319
Profession: Warlock
Profession: Warlock/ entertainer
Rank: 4

Strength: 13
Reflexes: 13
Intelligence: 11
Psychic Talent: 10
Looks: 9

Health Points (13): 13
Magic Points (8): 8

Attack: 16 (+1 str)
Defence: 11 (+1 Ref/+1 Poise)
Magical Attack: 15
Magical Defence: 8
Evasion: 5 (+1 Ref/+1 Poise)
Stealth: 16 (+1 Ref/+1 Poise)
Perception: 6

Skills and Abilities:
Weapon Groups
(Weapon Group 2: Dagger, Short Sword, Sword)
(Weapon Group 6: Bow)
Simultaneous Casting
Path: Entertainer (Disguise, Poise)
Smite: When the PC rolls a Critical Hit, in addition to the normal benefits, he can immediately take a second attack.

Rank 1 Spells:
- Seeing Eyes (Eyes of Night)
- Cure Wounds (Heal Injury)
- Evil Claws (Imperil)
- Detect Magic (Perception of Sorcery)
- Warrior Friend (Silent Warrior)

Rank 2 Spells:
- Hide of the Chameleon (Camoflague)
- Courage Heart (Fearlessness)
- Luck (Fortune)
- Knowledge of the Ancient (Inquiry)
- Call of Danger (Warning)

Rank 3 Spells:
- Cloak of Shadow (Deceit)
- Strength of the Ancestors (Enhancement)
- Power of Chaos (Havok)
- Pretence (Illusion)
- Power of the Mind (Telekinesis)

Rank 4 Spells:
- Spirit Guardians (Aegis)
- Snake-brother (Neutralise Toxin)
- Ancestors Wisdom (Oracle)
- Twist the Heart (Turncoat)
- Blood-Rush (Vitality)

Lantern, flint-and-tinder
Riding Ass
Obe (Dagger) (d4, 3)
Ida ( Sword) (d8, 4)
Shield (parry 1 on 6)
Rhino hide breastplate. AF 2

38.5 ingots

Wagandan (Native tongue)

A strapping youth with black curly hair, dark-skinned, pearly white teeth. He is lithe and moves with the grace of an leopard. Always carrying a smile on his face, he is always ready to help people around him. Here in the rainforests of Mungoda, under the huge broadleafed trees and thick undergrowth, in the wet unrelenting sweltering heat, he is in his element. This is home.

Uruka is a descendant of a wise woman of a minor clan on the border of the inner east of the Wagadou Empire.. As a little boy, Uruka asked his mother to tutor him in the ways of magic while the clan war chief taught him how to use a bow and ida which became his signature weapons. They helped him explore, discover and develop his powers. Over the last few years, Uruka joined his fellows in defending the tribe against a number of threats giving opportunities to develop his skills.

2018-04-23 00:55:13 Health points 1d6 6
2018-04-23 00:52:36 Firestar76 Dragon warriors Damien campaign Primary stats 5#3d6 10 13 12 11 9

 Post subject: Re: Character Sheets.
PostPosted: Mon Mar 04, 2019 11:04 pm 
5th Rank
5th Rank

Joined: Wed Feb 27, 2019 10:28 pm
Posts: 138
Profession: Knave
Jaafan - Rank 4 Barbarian
XP - 90/130

Age - 21

STR - 12
REF - 10
INT - 11
PSY - 10
LKS - 8

HP - 18/18

Attack - 17 (18 with spear)
Defense - 9
Magical Attack - N/A
Magical Defense - 7

Evasion - 5
Stealth - 14
perception - 6

Move Speed - 10m/round

Hippo Hide Shield (volucreth camp)

Volucreth Machete ( d8, 4)
Spear (2d4, 4)

Dagger (d4, 3)(volucreth camp)

Track - You can roll to track prey across terrain. Roll 1d20 under Perception

Berserk - Add 1 point to attack for every 3 points removed from defense

Weapon skill: spear - +1 Attack when using a spear

Unarmed Combat - When using Unarmed combat, roll 1d6 for AB, and deal 3 points of damage

Climbing - Subtract half your rank (rounding down) from the difficulty of any climb check. (2)

Iron Constitution - Immune to knock outs in melee combat, and remains conscious down to -2 hp. Can also survive without food or water for 50% longer than normal characters.

Dirty Fighting - On a successful attack roll, instead of a normal effect cause one of the following effects.
• Throw sand/dust in the opponent’s eyes and Blind him for 1d4 rounds.
• Loosen the opponent’s armor fastenings, to reduce his Armour Factor by 1.
• Knock an opponent prone.
• Maneuver an opponent into a position of tactical penalty. -1 Attack and Defense.
• Other effects which may be determined by clever players and GMs.

Other Equipment
Backpack(volucreth camp)
Lantern(volucreth camp)
Flint-and-tinder(volucreth camp)

Coins(volucreth camp)
0 Gold Coins
19 Silver coins
0 Copper Pieces

Background Stuff

Parents - Carpenter

Nationality - South Western Jungle Tribe, Ungor Tribe

Religious beliefs - Honor the forest spirits (and by extension any nature spirits present in whatever terrain he is in.)

Languages -
Ungoran - tribal dialect - Fluent
Wagandan - Fluent


Background Details -
The names of the Ungor tribe folk hold deep significance. At birth they are refereed to simply by their role. A child is called son by his parents, student by his mentors, whelp by his disciplinarians, and so on.Any confusion this breeds among children swiftly teaches them the lesson of tribal unity, that each of them is a singular part of a larger whole, and that the whole is the more significant body. When a child completes their coming of age ceremony, this ceremony ends with the child declaring the name they have chosen for themselves to the rest of the tribe, and stating what profession they would prefer.

All men and women of Jaafan's tribe are warriors, but not all are singularly warriors. In fact, only the strongest and bravest are tasked solely with warfare, these are the Chieftain's Guard. This guard is a small group (the Ungor tribe is itself small and mostly inconsequential) of fighters who have proven themselves so strong in the art of war that the chieftain has personally selected them for the role. They are stern, analytical, determined individuals, each capable of defeating the armies of larger tribes alone. Working together they form the center of any gathered martial force.

Of course, there is no dishonor in not being selected for this service. Indeed, all members of the tribe are skilled fighters, and the more peaceful tasks are seen to be just as necessary to the tribe's survival. Certainly the Guard could not defend the Chieftain without shields, food, and shelter, and they never perfected the skills necessary to create such things. As such, Jaafan's father, Kasim (Controller of Anger), is respected as a skilled carpenter, a hefty task among a tribe of folk who worship the spirits of the jungle in which they live. However, Jaafan inherited the fire of his father's heart, and where his father tamed the heat of his temper, Jaafan has always leaned more toward riding the swell of fury inside him. As a child Kasim attempted to teach the boy control, but Jaafan felt the power of his rage was an advantage and he stoked the fire within himself. He became determined to be known among his people as so determined and powerful that he was chosen as a member the Chieftain's Guard.

Though he was not the strongest, fastest, or most clever child of the tribe, the other tribes folk could not fault his determination and persistence. When the beating doled out during a training match would have incapacitated the other children, Jaafan refused to stay down. While some warriors of the tribe see this as a good thing, more tempered minds believe that such behavior will lead to an inevitable and grisly death.

At the end of his coming of age ceremony, the boy turned to the gathered tribe and proudly declared his name, "Small River". His size was not impressive, but his determination would wipe away mountains and dig great valleys within the earth itself. He also declared that he wished to become a "Far Stalker", roving the lands, learning of the world, and destroying any foe he might come across.

In discussions between the Chieftain and Kasim, it was decided that Jaafan's anger would not allow him to serve in any of the more settled tribal roles, and the Jaafan, a newly recognized adult, was given permission to take on the role of "Far Stalker". As he left the tribe, most who saw him go fully expected to never see the warrior again, but the Small River was as determined as he had ever been, and he would wash away the mountain of the world and return to become one of the Chieftain's Guard.

Jaafan is a short young man, but while many of his kin are stout and thick, Jaafan would be described at home as lean. In a more general sense his body is of average thickness, but he still feels self conscious about his "gangly" limbs. His dark umber skin covers a muscular form, but little covers his skin. His torso and chest are bare except for the straps that carry his shield, dagger, and spear. A hide strap wraps around his head to keep his dark coffee hair from falling forward in to his face. his waist and hips are shrouded by cloth that protects his modesty while being loose enough to allow the full range of movement.

His mood and expression are fluid and temperamental. One moment he will be furious and the next he will be boisterously happy, though in combat he tends more toward enraged than any other mood.

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