Race, Age, Time in the Caravan: Human, 46, 13 years with the Pilgrim’s Caravan.
Appearance: Jormon Bjarg is a 6’7 tall mountain of a man. His frame bulked up with lean muscle from years as knight in a secret order before moving on to traveling with the Pilgrim’s Caravan. Since joining the caravan, he has grown his beard out and let his hair grow longer. He still keeps himself well groomed. Taking pride in his appearance.
History: Jormon is careful to not disclose much about his past. Though he claims to come from humble beginnings. Jormon was born to a farmer and his wife. When Jormon was three, a particularly hard winter struck, and the family’s crops died. Cold and starving, they pleaded to the local noble, who asked for Jormon in exchange for helping the family. The noble ensured Jormon’s parents that the boy would be well taken care of. The deal was reluctantly agreed to, and the noble gave Jormon’s parents food, and gave Jormon to a shady hermetic order to repay an old dept.
Jormon doesn’t talk about his life as part of the order, aside from the odd out of context story, like that time he had to fist fight a grizzly bear that knew karate, or beat a dragon in a chess game. It’s unclear whether these things actually happened, or if they are just stories he tells to amuse his fellow travelers, but it is clear to those that spend time with him that he didn’t leave the order with fond feelings. He pushes back and becomes quite snappy if pressed about his time in the order.
Jormon Bjarg has been quite clear with those in the caravan. His life started when he joined the trope. Having been with the group for thirteen years, he is among the few people who have been with the caravan that long. In the transient lifestyle of the Pilgrim’s Caravan, he has seen people come and go, and become a staple of the trope. While he started out as simply working security for the convoy, after more then a decade on the road he has picked up extra responsibilities. Mainly taking it on himself to look after and help those less experienced travellers.
Personality: Jormon has two sides, loving and supportive father figure, and cold, distant killer. Which side you get depends on how you present yourself to him. Jormon values independence, but understands that noons can do everything by themselves. He respects the courage it takes to ask for help, and will often jump to help someone that has asked for it. His brand of belong is often teaching, rather than outright just doing the job for them. He wants them to understand how he did it, so they might do it themselves next time. However, if you simply expect him to do your work for you, he will quickly lose patience and leave you alone to suffer. He has no time for those too arrogant to ask for help.
Motivation: Jormon is running from something. That much is clear. The order he was once a part of holds a grudge, so Jormon keeps moving. The found family, and the chance to be a father figure he missed growing up is just a bonus.
Skills, Strengths and Weaknesses, and Tools: Jormon is a trained knight and has the skills that come along with that, as well as a few little order specific suprises. Trained to use a greatsword with frightening proficiency. Jormon is a monster is a monster hunter. Experienced at fighting beasts and humans alike. While predominantly a swordsman and physical fighter, his most unique skills are the battle runes and field alchemy of his former order.
Jormon is adept at casting the battle runes of his former order. They are simple spells and enchantments used by the primary fighting force of the Order. They were developed by the Order’s high mages to give their martial fighters more versatility. Special runes were inscribed and taught to their knights. These runes are cast through simple hand gestures. The runes Jormon knows are listed below.
Puh (Thunder) - A single hand gesture creates a wave of thunderous force.
Noselgo (Break) - By casting this gesture with both hands, a single non magically enhanced item shatters.
Tarn (Winter) - By casting this rune with one hand, Jormon runs his hand along his sword, imbuing with the power winter. Frost forms along his blade dealing extra cold damage.
Haruduch (Shadow) - By casting this rune with both hands, he can cloak himself in shadows, giving him an advantage in stealth in darkness.
Illume (Light) - Casting this rune with hand creates a bright light. He can infuse that light into an object so that the object emits the light.
Taikha (Storm) - casting this rune with hand, he can imbue the power of lightning into his sword by running his hand over the blade, or clench a fist around the rune to imbue his next punch with lightning damage.
Aevus (Time) - Using both hands, Jormon borrows time when he casts this rune.
Flaris (Fire) - Casting this rune with one hand, it can imbue Jormon’s sword with fire, or be used without the sword as a sort of flamethrower.
Pell (Feather) - A quick one handed rune used to slow a fall, preventing fall damage.
There are many more runes, but Jormon doesn’t know them. If he were to find one of the tomes written by his order that detail other runes, he should be able to learn them.
A trait that was drilled into knights of the Order was preparedness. As such they were taught the basics of alchemy, and taught to use commonly available resources as reagents. While the finished products aren’t as good as professional alchemical compounds, they will do in a pinch. Jormon can pretty easily create a poison coating for blades out of foraged ingredients. He can also create a sort of health potion, that while won’t restore someone to health, will stabilise them and stop them from getting worse.
Race, Age, Time in the Caravan: Human, 46, 13 years with the Pilgrim’s Caravan.
Appearance: Jormon Bjarg is a 6’7 tall mountain of a man. His frame bulked up with lean muscle from years as knight in a secret order before moving on to traveling with the Pilgrim’s Caravan. Since joining the caravan, he has grown his beard out and let his hair grow longer. He still keeps himself well groomed. Taking pride in his appearance.
History: Jormon is careful to not disclose much about his past. Though he claims to come from humble beginnings. Jormon was born to a farmer and his wife. When Jormon was three, a particularly hard winter struck, and the family’s crops died. Cold and starving, they pleaded to the local noble, who asked for Jormon in exchange for helping the family. The noble ensured Jormon’s parents that the boy would be well taken care of. The deal was reluctantly agreed to, and the noble gave Jormon’s parents food, and gave Jormon to a shady hermetic order to repay an old dept.
Jormon doesn’t talk about his life as part of the order, aside from the odd out of context story, like that time he had to fist fight a grizzly bear that knew karate, or beat a dragon in a chess game. It’s unclear whether these things actually happened, or if they are just stories he tells to amuse his fellow travelers, but it is clear to those that spend time with him that he didn’t leave the order with fond feelings. He pushes back and becomes quite snappy if pressed about his time in the order.
Jormon Bjarg has been quite clear with those in the caravan. His life started when he joined the trope. Having been with the group for thirteen years, he is among the few people who have been with the caravan that long. In the transient lifestyle of the Pilgrim’s Caravan, he has seen people come and go, and become a staple of the trope. While he started out as simply working security for the convoy, after more then a decade on the road he has picked up extra responsibilities. Mainly taking it on himself to look after and help those less experienced travellers.
Personality: Jormon has two sides, loving and supportive father figure, and cold, distant killer. Which side you get depends on how you present yourself to him. Jormon values independence, but understands that noons can do everything by themselves. He respects the courage it takes to ask for help, and will often jump to help someone that has asked for it. His brand of belong is often teaching, rather than outright just doing the job for them. He wants them to understand how he did it, so they might do it themselves next time. However, if you simply expect him to do your work for you, he will quickly lose patience and leave you alone to suffer. He has no time for those too arrogant to ask for help.
Motivation: Jormon is running from something. That much is clear. The order he was once a part of holds a grudge, so Jormon keeps moving. The found family, and the chance to be a father figure he missed growing up is just a bonus.
Skills, Strengths and Weaknesses, and Tools: Jormon is a trained knight and has the skills that come along with that, as well as a few little order specific suprises. Trained to use a greatsword with frightening proficiency. Jormon is a monster is a monster hunter. Experienced at fighting beasts and humans alike. While predominantly a swordsman and physical fighter, his most unique skills are the battle runes and field alchemy of his former order.
Jormon is adept at casting the battle runes of his former order. They are simple spells and enchantments used by the primary fighting force of the Order. They were developed by the Order’s high mages to give their martial fighters more versatility. Special runes were inscribed and taught to their knights. These runes are cast through simple hand gestures. The runes Jormon knows are listed below.
Puh (Thunder) - A single hand gesture creates a wave of thunderous force.
Noselgo (Break) - By casting this gesture with both hands, a single non magically enhanced item shatters.
Tarn (Winter) - By casting this rune with one hand, Jormon runs his hand along his sword, imbuing with the power winter. Frost forms along his blade dealing extra cold damage.
Haruduch (Shadow) - By casting this rune with both hands, he can cloak himself in shadows, giving him an advantage in stealth in darkness.
Illume (Light) - Casting this rune with hand creates a bright light. He can infuse that light into an object so that the object emits the light.
Taikha (Storm) - casting this rune with hand, he can imbue the power of lightning into his sword by running his hand over the blade, or clench a fist around the rune to imbue his next punch with lightning damage.
Aevus (Time) - Using both hands, Jormon borrows time when he casts this rune.
Flaris (Fire) - Casting this rune with one hand, it can imbue Jormon’s sword with fire, or be used without the sword as a sort of flamethrower.
Pell (Feather) - A quick one handed rune used to slow a fall, preventing fall damage.
There are many more runes, but Jormon doesn’t know them. If he were to find one of the tomes written by his order that detail other runes, he should be able to learn them.
A trait that was drilled into knights of the Order was preparedness. As such they were taught the basics of alchemy, and taught to use commonly available resources as reagents. While the finished products aren’t as good as professional alchemical compounds, they will do in a pinch. Jormon can pretty easily create a poison coating for blades out of foraged ingredients. He can also create a sort of health potion, that while won’t restore someone to health, will stabilise them and stop them from getting worse.
I am going to plonk this here to start brainstorming what character I want to play.
Hal West, Son of Bez'gumak. Cambion Witch/Wizard from the Sixth Circle of Hell.
Hal West was born of peculiar, damn near unique circumstances. His single mother had made a pact with a rogue witch. A philosopher’s stone in exchange for her first born. His mother then used the magical artefact to break into an American Academy and steal a tome of forbidden knowledge, among other things. Using the tome to summon the Demon Bez’gumak from the Sith Layer of Hell. She bargained with the demon, offering to carry his seed and birth an heir that could be used as a vessel on the mortal plane in exchange for immortality. When the half demon baby was born, the witch and demon had a custody battle over the boy, who would be named Halbert West-Blackfeather. He would be raised by the witch, spending every weekend and alternating Christmases in Hell. Neither the witch nor the demon were permitted to harm the boy. He is expected to pick a side when he graduates from the academy.
How did you envision vampires working? People aren’t really born Vampires, so the whole waiting for a vampire to turn 18 for them to attend a college doesn’t really work considering most vampires would be older than 18 when turned.
I’m kind of interested in playing the bearer of the Violet Crystal, so would like to know what the Crystals actually do. Toying with the idea of an underdog type crystal bearer. Instead of being chosen by his nation or tribe to wield the crystal, he was in a car crash or something similar and bonded to the crystal after the previous bearer succumbed to their wounds.
I suppose things like healing magic being part of Geomancy. Pyromancy being used to inspire people through emotions like passion etc. using Pyromancy to purify curses. Generally more esoteric uses to the schools of magic than throwing the elements. Like what school would things like Conjuration and Transmutation fall into?