Mirzan d'Wyverns the Mercenary, Snap and Nip

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Mirzan d'Wyverns the Mercenary, Snap and Nip

Post  Mirzan on Tue Nov 01, 2011 9:25 pm

Character Name: Mirzan d'Wyverns

Gender: Male

Age: About 35, but even he's not sure.

Race: Human... See background for details.

Background:
Mirzan is from a distant continent, a distant land that has been the location of mage-lords warring for lifetimes on end. The "normal" people trying to farm the land found that with all the magic and blood spent on their land, their crops turned red, and those who ate of those crops... were a little different. Some inhabitants are but carriers of this tainted, magical blood, and cannot use it. Others were physically altered by it to have wings, tails, and other animalistic features--and born thus. Some have special abilities. Many families did not want their strange children, and so a mercenary corps began, made up of said abandoned individuals and utilizing their skills for these mage-wars. This group, of which Mirzan has been a member, is called the Wyvern Company, currently led by a stag-headed man halled Lord Fehir.

Mirzan has since left the Wyvern Company, as the wars have settled into a quiet period (as quiet as it ever gets), and been sent by Fehir to explore beyond their homeland for reasons he doesn't explain. He's on a mission for his commander, a mission for the Company's future. Considering he carries bags of the tainted grain, and has been asking about regarding local lands and growth, he's got something with farming in mind. Perhaps Fehir is dreaming of leading his group to more peaceful endeavors, like starting a new kingdom or retiring them to a current one? Whatever it is, it's not something Mirzan's talking about in any detail, but the result is Mirzan has wandered far and wide and seen much and done more than many--he's the Marco Polo of his homeland.

Personality/Description:
Mirzan has short to moderate-length gold-brown hair and the gold eyes of a hawk, a somewhat angular face and lean, wry form. He's not very tall, perhaps five-foot seven or eight. Bloodsteel covers him for protection: chain mail tunic is his standard attire, with average homespun brown tunic and trews beneath and chain gauntlets and greaves--his elbows are not protected by mail, but for a reason. He usually wears a helm with chain hanging down about it to protect his neck, a crouching wyvern making the crest, the jawguard able to flip up as a sun-visor. Crossbow hangs by his hip, two sabers at his sides, and a lance is slung on his warbeast.

He's a quiet man, careful and slow to make decisions or actions, a mercenary who takes jobs but not without firm consideration of all the factors before accepting most of the time. He's rather easygoing as a result of this cautious nature and strange experiences. Yet he is curious about anything new, and quite willing to wait and watch before investigating what interests him, be it creatures or new people. His voice is as quiet as his nature.

Strengths:
Mirzan is an animal telepath--no ability to talk to people, though. This has given him a strong bond to his poisonous lizard (Snap), who considers him her mate, and his monsterously big mount (Nip), who is bad-tempered with all else in life. He is immune to Snap's deadly poison by years of building up a tolerance to it. His blood, because of its inherent magical properties, can be used in ritualistic spells, but not by him, so he is a useful help to certain mages. His armor is bloodsteel, as are his weapons, which may not be dragonscale in strength but has some resistance to magic and can hold at least for a limited time against Mithril before breaking. He's quick and agile for a human, even in chainmail, and quite experienced in wars that involve a lot of magic with physical battle. He's practical and cautious, not about to jump into dangerous situations. His experience with many a strange land and creature and his easygoing nature make him tolerant of others and easy to work with.

Weaknesses:
Mirzan is only human. Magic will affect him, and for all his armor can resist it somewhat, direct attacks can get him. His telepathy works on animals, and he has only basic shields against a human telepath (just enough to know if someone peeks in to poke around, not really stop them). His elbows are his physical weak point--he has no armor there, so physical blows can reach him. His cautious nature has made him very reserved, so he's not the most social of guys and tends to be the one left out and forgotten, which saddens him at times. His two animal companions don't help that, either: Snap is clearly poisonous (brightly-colored) and nobody wants her sitting next to them on the inn bench, while Nip bites everyone and everything within reach, includng Mirzan. Plus the huge war-mount's appetite means needing lots of food--expensive, and resulting in Mirzan cutting his own rations on a regular basis. He has to take jobs he doesn't like at times, just to get by. He's a stranger in a strange land, just getting by... trying to find... something. Who knows if he'll find it?
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Mirzan

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Snap the Lizard

Post  Mirzan on Tue Nov 01, 2011 9:27 pm

Name: Snap

Gender: Female

Age: 5 years

Race: Poisonous Lizard

Background:
Snap was found among a group of abandoned eggs by the Wyvern Company 5 years ago. When the eggs hatched, the occupants chose human partners from the audience (who were expecting chickens), and Mirzan was one such to bond to one of the lizards. Otherwise, nothing is known about her species or background. Mirzan has found no information about her kind anywhere.

Description:
About 3 feet long, she's a thin lizard, with bright splashes of color on her scales. She has a big frill about her head that is the flashiest, and spreads it in warning when afraid or angry. She has two poisonous fangs that leak poison when she so desires, but she's not always careful with them. She can stand on her hind legs briefly, and likes to do so when she dances to Mirzan's flute.

Personality:
She's not the brightest creature, but firmly bonded to her master and protective of him--though she will tolerate other "mates" for him at times. She's simple, but loyal, and lighthearted all the time, ever cheerful.

Strengths:
Loyal and kindhearted, she's Mirzan's best friend, a spark of brightness in their travels. She's lightening-fast, listens well to his orders, and her bite is deadly, fast-acting poison, corrosive if in large quantities. She warns you if she's about to bite, though.

Weaknesses:
Snap is not really that magical a creature, just a product of her environment, and has no special attributes to protect her from physical blows other than ordinary scales and speed. Her telepathy requires an animal telepath (or human) to make any contact. She's not always careful with her fangs, and cannot safely carry anything in her mouth without poisoning it.
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Nip the Tevae/Warbeast

Post  Mirzan on Tue Nov 01, 2011 9:29 pm

Name: Nip

Gender: Male

Age: 12 years

Race: Tevae aka Warbeast

Background:
Nip is a Tevae, a mage-made beast for war back in Mirzan's homeland. They were constructed with magic to face magic and physical blows and to be heavy cavalry when attacking others. They were made, on purpose, as payment to the Wyvern Company after a particularly nasty war, and since bred by the Company as their regular mounts.

Description:
Cross a camel with an elephant, and you've a basic Tevae: moderately long neck, humped back for storing fat/fuel, thick and powerful legs ending with two toes, moderately long thin tail to whip at flies, all the size of a middle-age Asiatic elephant. Give it the head--and attitude--of a bull, with large horns to either side and a flat but VERY thick skull for ramming like a wooden battering ram, and you finish it off. They are shaggy and thick-coated, and eat anything that is or was once green, including wood when they feel like it (they've 6 stomachs of steel, practically). And they're always eating, if they can.

Strengths:
They eat anything, for a reason. They can walk almost endlessly, running on stored fuel, and can travel for days like that, doing three times the distance of a horse in a day due to this attribute. If they run, it's like thunder--and just as unstopable as an elephant. You don't face down a charging Tevae. Rock can stop them, but the impact would give the Tevae a headache (no other damage, though). Shaggy coat and thick hide (and fat storage) helps against physical damage. Inherent design makes them resistant to a lot of types of magic. Thick skull (not just literally) and stubborn nature make them resistant to mental damage and control. One bonus: Tevae can get a lot of information on a creature by biting them--they're sensitive to blood and can use their sense of taste to determine the magical nature of a creature, as well as if it's under a spell.

Weaknesses:
That non-stop hunger makes them impossible to stable--they'd eat the barn--and hard to keep in any one location for long (they eat the ground bare). They take time and distance to build up to a run--quite a distance--and to slow down, and they don't turn on a dime. They're stubborn and bad-tempered beasts, too, making them frustrating to handle when you own them, and impossible for anyone else to handle. They will bite anyone--and anything--within reach, looking for danger or food with their special sense of taste, and this can cause trouble for Mirzan. Nip MUST bite Mirzan or he will not allow his owner near, either--a guard during war against illusion and shapechanging that results in Mirzan needing to leave his elbows bare. Also, this IS painful and draws blood, and anyone else who wants to get near Nip will be rejected unless they, too, pass the bite test.
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