Avatar of SimplyJohn
  • Last Seen: 8 yrs ago
  • Joined: 11 yrs ago
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    1. SimplyJohn 11 yrs ago

Status

Recent Statuses

8 yrs ago
Current When the world gets you down, and you think no one cares, try to picture something soft and cuddly.And then imagine it being run over by a forklift truck.
5 likes
11 yrs ago
#We're off to see the Wizard. The Wonderful Wizard of OZ... Sing along now!
11 yrs ago
And remember, Respect is everything!
11 yrs ago
"There's no point in being grown-up if you can't be childish sometimes." - Fourth Doctor, 'Robot, Part Four
2 likes
11 yrs ago
I think I just pushed the wrong button on my iPad and nuked France. Hope no-one noticed.
2 likes

Bio

A player of games and a liver of lives, sometimes with onions and gravy.

Most Recent Posts

@SpookySquid "I'm sorry, but do you mind if I see what's in the bag?"

Rising up to his full height Chuck glared over at the bodyguard. "How dare you take that tone with me? Who is your employer anyway, and what right do you have to insult me after I've been accosted by this ruffian?" As he spoke Chuck carefully moved his hands away from the bag, making sure to keep them in plain sight as he gestured towards the end of the alleyway. "Is it your job to pursue innocent victims in this way? If so I demand to speak with your employer at once."

With that Chuck stepped towards the guards boldly, lifting his leg high as he strode over the goblin, ignoring its pained shriek as he trod down heavily on its paw. Before the guards could stop him Chuck was walking at a brisk pace towards the now unguarded casino, his eyes glancing over at the gaggle of women still hanging around on the street corner. "You ladies, yes you there. May I ask you to be witness to this? I've just been assaulted by some lowly little cretin and now these guards are accosting me in the street! Is this really the way people behave in your country? No wonder my government wants nothing to do with you."
Getting to kick ass on the military payroll is better, you get the money after each hard day's smashing everything to pieces.
#2, I think! He looks more... civilised.

That's only because he's shinier. Martin A would look just as civilised if he could afford to be spending the Company's money on that much metal polish!

@booksmusicanime Come round to mine and play it on my PS4... oh wait, you can't do that either. Damn new generation consoles and your lack of backwards compatibility!

In other news, the leader of the party's CS is now up for people to view. Any comments or corrections would be appreciated.
Basic Information

Species: Human
Age: 52
Gender: Male
Class: Warrior
Appearance:
Much like his armour Martin is beginning to shows of wear and tear, a relatively long life as first a knight and now a merenary has taken its toll and the wrinkles in his face are pointing more and more to a time soon coming when he will have to lay down his shield before he can lift it no more.
Curriculum Vitae

Specialisations: Weapon and Shield, Champion, Archery
Notable Traits:
A Lifetime Of War: Starting with the Fereldan Rebellion, which occurred when he was only 12 years old, Martin has been fighting his whole life, as a page, a knight and a mercenary. He's gained a knack for not dying, simply by managing to always be in the right place at the wrong time in order to avoid enemy attacks, whether they be swords, arrows or flaming fireballs. While this knack rarely helps his colleagues it ensures Martin will almost certainly live to fight yet another day.
Sword, Bow and Shield: Learning early on that the true path to victory lies in being able to kill the other guy faster than he can kill you, Martin has honed his ability with a combination of weapons to ensure he's always able to damage his enemies, no matter how close or far they may be.
Bitter Determination: Martin's mind is a steel trap, sharp and tough and virtually impregnable. Spellcasters, daemons and mind altering chemicals have little effect on him allowing him to keep his wits sharper and clearer no matter how confusing things around him may get.
Master Strategist: Having seen almost everything the world, and beyond, can throw at him Martin has the foresight and wisdom to lead troops in even the strangest of encounters, and his allies would do well to heed his counsel when he chooses to give it.
Flaws:
Old War Horse: Having lived a lifetime in battle Martin's beginning to feel his old age creeping up on him and he's fully aware that he's not as young as he used to be. Minor aches and pains from old wounds as well as his own decaying flesh all plague him, making him just that little bit slower than his younger companions. Not that that makes him any less fierce the fighter.
"I'm The Boss, No-one Else": For some reason he'd rather not talk about Martin hates to be under the command of others and in situations were he has to defer his command he'll always be resistant to the change in roles. He's the one who's fought his way up the ranks after all, and everyone else should respect that.
Dishonourable Past: When the chips are down the truth is that whatever Martin did in his past has led him to being a pariah to his own people. Exiled from Ferelden Martin can never return to the country of his birth, the country he has fought and bled for more times than he can count. And whatever you do, don't ask him about it.

Skills: Shield Wall, Shield Bash, Lunge and Slash, Payback Strike, Line in the Sand, Walking Fortress, To the Death, Explosive Shot, Full Draw and Long Shot
Backstory

Biography:
Not much is known about Martin's past, other than the fact he has been fighting for most of it. Starting at the age of twelve Martin was one of the citizens of Ferelden who stood up to their Orlesian oppressors and drove the invaders out of their country. Soon after he was involved with a number of internecine conflicts between neighbouring Arls as the lords scrambled for territory, position and power. Rising up through the ranks he was taken on by a nobleman as his page, and eventually gained his knighthood.

During the Fifth Blight Martin lead a cavalry detachment, riding between the villages fighting darkspawn wherever he could. During that time he had to end more than a few lives of his comrades as they felt to the Blight, struck down by the cursed blood of their enemies. Hardening himself he fought on and when the final push came he was there at Denerim to see the Archdemon fall to the spells of the Hero of Ferelden. Something changed in him after the Blight however and turning his back on his comrades Martin set out on his own, becoming a wandering mercenary for hire, taking coin where he could to fight in another's name.

When the Mage-Templar War started business was good for Martin, and he made money on both sides. One week he'd be defending apostates fleeing their homes as they escaped into the wilds, the next week he'd be accompanying Chantry sisters to root out maleficar in the outlying villages. Soon his travels led him further and further west, leaving his former colleagues far behind. When the sky tore open and demons began terrorising the lands Martin continued on, fighting just as he'd always done.

Gathering together other disparate wanderers during that dark time Martin soon found himself working for the Inquisition, sent out into the wilds to hunt down breaches and report back on their locations for the higher ranking members of the Inquisition to deal with. As part of these during he ended up travelling far across Thedas, to the remotes of Orlais and the shores of Nevarra, never once looking back upon his old life as the battles led him further from home.

Now, with the immediate danger passed, the old warrior is once more seeking a path for his destiny, offering his services to the nobles of Nevarra as he seeks to travel even further out into the world.
Personality and/or Motivation:
Old and bitter, Martin has seen more things than any one man should have had to. After seeing friends, family and loved ones killed by everything from Orlesian soldiers to darkspawn to demons he's rapidly reaching the point of desperation. And yet, something keeps him fighting, a drive from within that tells him his fight is not yet done, and may not be done for some time to come.
Player’s long term goals:
Martin is here for the long haul, keeping his party together and fighting until the very bitter end.
Relations:
  • Most of Martin's immediate family were killed during the Fereldan Rebellion, leaving him an orphan of war amidst the chaos of those dark days.
  • The only woman Martin ever truly loved died in his arms after being infected with the Blight. The blade that killed her was his own.
  • While holding the respect of the Inquisition, the general military of Ferelden dislike what they see as Martin's disloyalty at having deserted his post following the Battle of Denerim, choosing instead to become a sellsword.
  • While Martin sees the Company as a surrogate family, he lacks the compassion to care for them any more-so than he did the troops under his command during the Fifth Blight, and should the time ever come when he needs to put them down, his blade will be just as swift as with any other foe.
Secrets:
Darkspawn Taint: The true reason Martin left his military position was that during the Fifth Blight he became infected with darkspawn blood. Unknown to him his body managed to purge the taint in the same way a Grey Warden's would, making him an unofficial Grey Warden with no training to the role. Not realising this fact Martin has gone to great lengths to hide the fact of his infection, and lives for the day his blood will turn against him, changing him into a ghoul.
Hey guess I am trying to find a good image for what Paxton would look like if Wrath takes over completely, any ideas?


Cumberland... PAXTON IS HOME! XD No really, that is where the Nevarran Circle is or was or... you know what I mean XD

One of them, there was also one in Nevarra city as well. :)

Needing an opinion on a picture for the leader of our merry band, Martin Oxblood. Which of these two men would you follow into the jaws of almost certain death on the path to fame and fortune?
@SimplyJohn – Oh yeah, I'm not saying that they wouldn't know now – just that nobody in Kirkwall would've at the time of DA2. Or maybe I'm getting myself confused.

There might be a contract for mercenaries to help protect Chantry representatives heading into Kirkwall to De-Tranq the Mages who'd been unfairly Tranq'd by Meredith now that the cure is well known?

Something for everyone to consider: When the RP starts I'm planning on us all being around a campfire in Cumberland after having been dropped off by a ship belonging to the Felicisima Armada (under the command of Admiral Isabela.) Each character will be asked to bring to the fire any rumours, contracts or news about possible work for the group to decide on where to go next. If you have a contact in the area, someone or a group listed in your Relationship section, you may use them as a source for a contract. If there isn't anyone appropriate then all you'll have in news, gossip or a rumour of events happening elsewhere.

If you click on the map in the first post of the OOC you'll be taken to a very high resolution map of Thedas in order to plan on where you'd like to head to, and what sort of story you'd like to follow. We'll then decide, in character, which adventure to head out on. My own character, Martin Oxblood (a former Ferelden free knight who's resorted to mercenary ways after a rough past) will be the leader of the Company and will have final say on where we're heading (in case we can't agree amongst ourselves.)

Take into account that we're in Middle Ages times and won't be teleporting around the map using magic, unless we find some magic we can use like an Eluvian, and so journeys between cities are likely to take weeks or months, not hours or days. As a guide, it would normally take a week to travel from Cumberland to Nevarra's capital (which is also named Nevarra) using the well-maintained Imperial Hwy, travel from Nevarra to Starkhaven would take three weeks using the Minanter River (if we can find a boat) or seven-eight weeks by foot, due to lack of any direct highways. Travel from Cumberland to Kirkwall would take a week at sea, along the Waking Seas coastline, three weeks through the Planasene Forest or five weeks over the Vimmark Mountains.

Travel can be made faster by using the ancient Deep Roads, and with the Architect assisting the Grey Wardens these paths are safer than ever to traverse. Having said that, they're still riskier than most surface routes and so we should avoid them if possible.

Don't worry about the travel time and transport plans too much though, Martin will have that covered when we're discussing the missions. However if you have a contract which needs to be urgently completed on the far side of the continent, we're likely not going to be able to make it there in time unless you can also propose an appropriate means of travel to get us there.)
@SimplyJohn Yeah people don't trust mages, I doubt they would be anymore trusting of one with a spirit inside them to reverse their tranquility... *cough cough Paxton cough cough*

Unless they'#d been fighting beside him for the Inquisition and had learnt that he's just as trustworthy as a Grey Warden ally.

Didn't at the time of DA2, though, so... And if the Lord-Seeker hadn't gone batshit nobody would've found out about it.

We should have some mention of that method of reversing Tranquility in the RP if it's ever relevant. It makes them irrational and aggressive, doesn't it? Maybe some mages who have had it reversed b efore?

There's a side quest, I think it's in the Western Approaches or the Hissing Wastes, where the Inquisitor uncovers an ancient temple where people had been trying to reverse Tranquility prior to the events of DA:I, plus Cassandra made the cure public knowledge during her time with the Inquisition (if you discover the Book of Secrets for her that is.)

Since this story takes place after DA:I it's fair to assume most people connected with either the Chantry, the Circles or the Inquisition know about the cure by now, as well as most of the nobility in Orlais, Ferelden and Nevarra.
Meredith was making mages who already went through their Harrowing Tranquil which is soooo awful and I think the reason why it feels just wrong supporting the Templars. I think that justifies their response to oppression considering they'd lose their free will and emotions and everything that makes them human x)

Except we now have a cure for that. Cassandra discovered it as part of her rise to power, it was a similar technique as the one used on her when she became a Seeker.
@SimplyJohn – Oh... That's fine then. Think we'll meet up with her clan in RP then? (With a cameo of a much wiser Merrill, hopefully?)

The RP will basically involve the Company drifting from one job to the next across the continent, so I don't want to say we definitely will meet them, but if we head to Kirkwall at some point we might meet them.

Then again, they must've rebuilt their aravels by now, I mean it's been like five years and they can't still be sitting around complaining their rides got trashed.

A big question would be whether Merrill repaired the Eluvian or not. Would it be something which still exists for our RP to make use of, or did it get destroyed because Hawke was a wimp who got scared of a little demon pact blood magic?
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