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To Hunt A Dragon - Characters

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To Hunt A Dragon - Interest Check
To Hunt A Dragon - OOC

The Cast

Eyota of the Toko Tribe @Shiva the Cat
Voran of the Saragos Tribe @BennyQ
Gostîm Shieldbearer of the Longstone Clan @BlooBlanket
Iseldra from the Elven Court of Bloom Forest @LeaT
Gall the Far-Seeing of the Black Elk Clan @TheCorsair

 
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Name: Eyota
Gender: Female
Race: Human, Toko Tribe
Homeland: The Broken Mountains in the Southern Lands
Age: 25

Occupation: Huntress/Trapper
Special Skills: Has an almost psychic bond with her lynx hunting companion, Alo; Accomplished tracker, trapper, and archer
Weaknesses: Has little to no experience with the world beyond the Broken Mountains; views any kind of magic or non-human as suspicious; does not do well in hot climates.

History: The shaman of the cave-dwelling Toko Tribe of the Broken Mountains was always tolerated more than outright believed, and when the old man declared that Tuari the Hunter's firstborn child had been touched by the tribe's sacred protector, the mountain lynx, his predictions were laughed off as senility. The baby girl, named Eyota by her proud parents, was healthy and perfectly average in every way, with nothing to indicate anything unusual about her fate.

However, when she was five years old, the family was traveling to the annual Gathering of Tribes, and Eyota became separated from the group while passing through a dense forest. She was missing for three days, but just as the tribe was about to give up hope, they found the child sleeping in the abandoned den of a lynx, her body curled around a runt cub that had been left behind. The shaman claimed this as proof of his prediction, and the lynx was brought back to the tribe to live among the humans.

Eyota named her companion Alo, and as she grew up and began to train with a hunter he was a key part of her strategies. Curiously enough, Alo seemed possessed of a much longer lifespan than the typical lynx, and the shaman claimed this too was a sign that he was no mere beast. But he also warned that if Alo ever attacked a member of the tribe, both he and Eyota would have to be cast out as cursed, never to return to the tribe again. That fateful day finally came when another member of the tribe, seeking to make Eyota his wife, attacked and tried to force himself on her, only for Alo to rip his guts out in the middle of the village assembly hall. Out of fear for what Alo would do to other members of the tribe now that he had tasted human blood (rather than any fear of a curse), the chieftain insisted he be cast out, but offered to allow Eyota to remain. She refused, feeling too strong of an attachment to her friend.

Now the two wander the wilds living off the land, hoping to find a place where both will be welcomed and can live in peace.

Goal(s): Find a new homeland/tribe that will allow Alo to live alongside Eyota
 
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Name: Voran.
Gender: Male.
Race: Human, Saragos Tribe (now defunct).
Homeland: Semi-nomadic, Southern Lands.
Age: 29.
Occupation: Spearman, Hunter/Gatherer.
Special Skills: Heightened sense of smell. Javelin-thrower. Animal kinship (no control, but can dwell and move in harmony without offending most predators or scaring most prey).
Weaknesses: Headstrong and therefore predictable in the avenues of actions he might take. Impatient, can’t seem to stay on one place or idle too long.

History: A warrior, the son of warriors, Voran was born into the Saragos tribe in the Southern Lands, which itself was a confederated group of smaller clans and tribes uniting for a common cause such as raiding, defense, and survival. He lost both his parents to various skirmishes and blood feuds before he was even of age, however the communal care of those days was still strong and genuine, resulting in many other warriors and members of the tribe filling in fatherly and motherly roles for the young orphan, helping to shape his role as a versatile warrior as he was taught and mentored in many talents. Every role, from feeding to hunting to animal husbandry and the path of a warrior he became accustomed too, quickly rising through the ranks as one of the more formidable fighters of the clan.

While friendly to men, beasts, and birds, he understands the nature of the animal kingdom, that the strong preyed on the weak, and such was necessary for survival and sating of hunger and thirst. He passed his coming-of-age rituals with high esteem, forgoing the usual bounty of wolf or stag pelts for the greatest of them all, a mountain lion, which he slew in deadly combat with just his spear. He still wears the pelt of such a vicious feline, belted around his waist, refusing to ever relinquish such a prize and mark of his warriorship, though it may become stained with blood, mud, or rain, it is his and his alone, above all things.

However, tribal politics is a fickle thing, and after the death of the second chieftain of the Saragos, who’s father had first united these disparate clans, they soon broke apart to jealousies and infighting. Having been raised by men and women right across the spectrum of all these clans, Voran could do little as his mentors and foster parents turned against one another, fighting over a scarcity of resources, of lands to graze and inhabit, over ownership of beasts and yes, people and indentured servants. He was deemed a coward by many of his former tribesmen for his inaction, refusing to take up arms against any, for they were all his family and he would not take the title of kinslayer for any riches or promises of bounty or flesh.

Instead, he abandoned the broken tribes as a whole, taking to the wilderness, thinking he might find solace among the beasts and birds and other tribes of men scattered about. For some, he was a hero, driving off dangers or acquiring much needed herbs or treatment from distant places. In others, he was the bane of tribes, even assisting a mama bear in protecting her cubs from a group of predatory humans who cared little for the harmony between all living things. Of course, he soon learned his lesson that there was no nobility within the animal kingdom either, for it was simply another group of bears that eventually drove off the mother, and slew her children all the same.

Voran continues to strive forward even after such harsh lessons on the true reality of the world, that not all dwell as a tight knit family, that even those considered bonded by shared dangers or blood can still turn upon one another. But deep within, he has never given up this relic of his past, that one day he might find or create a new family, upon which experiences and memories and secrets may be passed on, creating a legacy to last through the ages. And therein, relive the glory of his own coming-of-age ritual, and slay other great beasts and creatures of violence to the safety and survival of all.

Goal(s): Having defeated tiers of predators, from wolves to bears to even a lion, Voran seeks the greatest hunter challenge in the land. A necklace of dragon teeth or scales would be a prize unmatched in his bubble of reality.
 
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Name: Gostîm Shieldbearer
Gender: Male
Race: Dwarf
Homeland: Southern Mountains, Belgrond's Keep
Age: 145
Occupation: Leader of the Cavern Exploration Guard (North Team) | Famed Warrior among his people.

Special Skills: Greater physical strength which allows him to lift a grown man with ease and tackle foes several times larger than him in size, as well as carrying his equipment, exceptional physical conditioning and endurance due to his training as part of the Guard and personal "strengthening" by undergoing rigorous training regiments in the wilderness during extreme weather conditions (favored by the Mountains' harsh climate).

Weaknesses: Limited movement due to the weight of his equipment which leads to his attacks being slower than most, is often blinded by the prospect of helping those in need and thus disregarding their ulterior motives, like many of his brethren, he is dedicated to the pursuit of riches though he won't plunder from those who have earned them through honest work instead of thievery. Proud to the point of being hard to deal with at times, but otherwise fairly agreeable.

Backstory:
Gostîm was the son of a blacksmith who had his base of operations in Belgrond's Keep, and as such, was expected to take over the family trade as it had been passed down from generation to generation, his great-great-great grandfather having been the first one to learn of the craft among Dwarven welders. While finding the ways of the anvil fascinating, young Gostîm soon found out that his hammer would have been better suited to striking down his foes rather than molten steel. Once he came of age, he decided to enlist in the Guard (specifically, the Cavern Guard, tasked with surveying the Mountain's Depths) and through his achievements, earned the respect of his fellow men, being feared for his skill in battle, as well as...his drinking prowess. His endeavors in many a feast are still remembered by the Southern Mountain Dwarves to this day, and brewers still shudder when hearing his name.

The moniker "Shieldbearer" came in only quite a ways during his career, when his father had long since accepted his son's choice. To commemorate his new position as one of the Cave Guard Captains, he worked day and night, tirelessly shaping what would become his own kin's most famed piece of equipment : an unbelievably heavy shield which could swat away even the foulest creature that lurked in the mountain's depths which dared to approach the Keep's secure gates. Coupled with the Sönderhjärm (Helmsplitter), the Dwarf's imposing Hammer, this fearsome loadout proved efficient in keeping any aggressor at bay, though its' weight would make it so frequent breaks were needed in order to wield it on a regular basis.

During one of their explorations, his party was ambushed by a large pack of amber hulks, having unknowingly ventured into their nest. While aware of the danger they posed, Gostîm saw no other choice but to engage their alpha in direct combat as the others were busy fending off the rest of the foul beasts. It was a hard battle, the Dwarven battler even being injured in the heat of it, but as his hammer spelled its' judgement as it crashed into the monster's chitinous armor, salvation quickly followed. The pack quickly dispersed, the hulks burrowed into the ground. The spoils (in the form of the alpha's body, and some gold and equipment recovered from the bodies of adventurers unfortunate enough to have wandered into the lair) were carried back to the Keep, where the Explorers celebrated as their wounds were tended to, and doused their grief in the finest of ales for good measure.

Life seemed to be going swimmingly for the Dwarf, though contact with other Races was rather limited. Regardless of what others may have thought, any passing merchant or other sorts of peddlers who happened to make a stop in the caves would be met with a friendly greeting and a hearty laugh by the Dwarf, his carefree demeanor (and willingness to share hard to come by provisions which proved vital in exploring the confines of their assigned territory) often used against him by his subordinates, promptly taken care of with several laps of the Keep's endless walls and hunts or thorough excavations for loot which could protract for days. As such, his information on what was going on in the Southern Lands came through mostly scattered accounts that would make for a haphazard and jumbled overall picture.

With concerning news regarding the apparition of a Dragon, and the wise Elders assembling to discuss the matter, the goal was made clear. Their bravest warriors were to be sent out and single-handedly take down the beast and put and end to its' reign of terror.With many quaking in their boots, it was no surprise for Gostîm to take the helm of the situation and, after bidding farewell to his Lord, family and men, set out on a glorious quest to rid the world of such a monster.

Goals: To uphold the name of Lord Belgrond Longstone, Seize riches and aid those in need who have no one to look up to, defeating the famed Dragon to prove his worth as a mighty leader and combatant.
 
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Name: Iseldra
Gender: Female
Race: Elf
Homeland: The Elf Lands
Age: 120

Occupation: Ranger/Scout
Special Skills: Excellent sense of direction and orienteering. Able to live off the land in any woodland and most other environments. A fine archer like most elves, she also excels at dual wielding fighting knives.
Weaknesses: Little social skill with non-elves. Little strength, relying on stealth and agility in combat, but vulnerable to being held and losing her advantage.

History: Normally patrolling the deep forests of her homelands, Iseldra has been sent from her forest home to determine the fate of the Lady of Falling Water, a wild elf. Previous scouts have not returned. If she cannot find the Lady, her secondary mission is to retrieve the king's wedding gift to the Lord and Lady of Falling Waters, a magical horse made of marble. Seemingly a toy, but when magically activated grew to full size and was capable of amazing strength.

Like many of her people she finds humans uncouth and irrational. Prone to drama and hyperbole which makes it difficult to take their word for the fate of Falling Water. Though the failure of previous scouts to return, raises questions of their own. Reluctant to send an armed party through human territory, the task has fallen to Iseldra. She is betrothed to the son of the king, considered fair even among elves. She is highly trusted by the court, and one of the few so close to the king able to make such a trip.

Goals:. While the elves have lost hope in recovering the Lady of Falling Water, the king would find some consolation in the return of his gift as a remembrance and not think of it as just another treasure in a dragon's horde.
 
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Name:Gall the Far-Seeing
Gender: Male
Race: Half-Orc
Homeland: The western foothills of the Iron Horn mountains
Age: 27

Occupation:Hunter, warrior, smith

Special Skills:Although weaker than his Orcish kin, Nasiru is much stronger and tougher than a normal human of his size and build. He is a highly skilled flintknapper and coppersmith, and deadly with a spear. He has mastered the Salmon Leap (morning n which he leaps above an opponent to bypass their shield with a spear) and the Foot Trick (allowing him to throw a spear with his foot with deadly accuracy).

Weaknesses:Deep curiosity about the world and the things in it, which has frequently gotten him into trouble. Idealism, and a tendency to see good in people who might not deserve it.

History: The lore of the Aruch holds that they were the first men, mighty hunters of the risked mountain behemoths and the builders of the great vitrified hill-forts that are still found in the foothills of the Iron Horn mountains. They were powerful warriors, with olive skin and black hair and dark eyes protected by deep sockets and heavy brow-ridges, dwelling in bands and clans, harvesting the bounty the Great Mother offered Her children.

It was the coming of the Melken - the slight, pale men who knew the mysteries of copper - that drove the Aruch into the waste places. Strength and prowess and courage were prized by the first men, but the Melkan spat upon such concept. The fought with copper instead of honest stone, and with bows instead of a warrior’s spear. And now the Melken defile the lands in which the Aruch once dwelled.

Gall the Far-Seeing was born to Fair-Faced Niamh and her Melken lover. Although the Black Elk Clan never turned him away, he felt his half-breed nature keenly. His skin was the leperous pale cast of the Melken, and he was scrawny and weak, and he struggled to learn the arts that a man must learn to receive the gifts of the Great Mother. But learn he did, with a cleverness that made up for his physical limitations even as it baffled his Clan.

The Melken were not so accepting. Conn, his father, lived him dearly and taught him the secrets of smelting copper from stone and of forging it. But Conn’s tribe cast him out as a traitor for sharing this great secret and gathering a monster, and slew him. But not before torturing the location of the Black Elk Clan out of him, a thing that took many days because Conn was a brave man and true, an Aruch in heart if a Melken in body. Then they fell upon the Black Elk Clan, slaying the warriors with their coward’s weapons, slaking their lusts on the women before burning them alive, and making sport of slaying the children.

Gall alone survived. Tribeless now, he wanders the Great Mother’s lap seeking a place to call home. He has no desire for revenge - is he not proof that Aruch and Melken may coexist? But, before he will be able to unite the true men and the pale Melken, he must perform a great deed, one that will prove his wisdom and courage and skill to all. A mighty deed, the like of which has not been seen before.

Perhaps killing a dragon will be such a deed.

Notable Gear:
Leather armor made from the hide of a Cave Bear.
A flint greataxe, the work of his hands.
A bronze-headed hunting spear, a gift from his father.
A necklace of boar’s teeth and obsidian beads, once worn by his mother and which protects him from evil fortune by the power of her love.
 
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