OOC Note: Please be aware that I am red green colourblind. If your character uses or wears either of these colours, it would be helpful if you could let me know, either by PM or in your CS, as I have previously got this wrong going solely by character pictures!Race: Drykas
Gender: Male
Age: 26
Birthday: Day 39, Spring, 489AV
Birthplace: Sea of Grass
Appearance: 
Amaric is tall, at 6' 5”. His skin is fair, but weathered. His hair is the pale yellow of dried grass- this is the origin of his given name, as his hair had already started to grow when he was born. It now hangs down to his shoulders. It hangs loose, and there is a noticeable gap where his horse braid was cut off.
Amaric is wiry and lean, but he is strong from riding. His eyes are sky blue and his face is extremely expressive. His features are usually merry and cheerful, but lately are stern and vacant- he finds it hard to feel glad while he remains outcast.
His trousers are rich green and his shirt is pale yellow. His cloak is a pale brown- as an outrider, his clothing is chosen to blend into the grasslands and camouflage him somewhat. All his clothes are stained by long travel.
His boots are brown leather, and an ornamental brown leather binding is criss-crossed around his right wrist.
Tattoos:Right Chest: Black and grey outline of a running wolf, indicating his former position as an outrider for his pavilion
Left Chest: Windmark in black and grey, indicating his birth to the Singspear pavilion; of Emerald Clan
Face, Left Cheek: Downward pointing black arrow, indicating his dishonour. This mark instantly shows anyone able to read it that Amaric is outcast and clanless, and his windmark is now meaningless. If he is able to redeem himself to his Ankal, this tattoo may be altered to an upward pointing black sword; which would indicate that he has righted his misdeeds and been welcomed back to his clan, and his windmark can once more be respected.
Character ConceptAmaric was born to the Singspear; a mid-sized pavilion of Emerald clan lineage. His father is a healer, and his mother a drover; caring for the pavilion's cattle. Amaric is a great grand-nephew to the Ankal, though he has never been likely to inherit a positon of any authority, as neither he nor his father have ever shown any proficiency at webbing- although to be truthful, he never tried very hard to learn it.
Amaric was chosen by the strider Breezeflank to be her rider at the relatively young age of seven years, and took to riding instantly. His bond with the animal was strong and loving, even for the Drykas- it was a frequent joke around the pavilion that Amaric's parents would have to set a place for Breezeflank at their family table, as the young boy would insist on eating his meals and taking his leather working lessons on horseback. All of his free time was spent with Breezeflank, and he would recite his people's epic poems and stories to her as they rode. He was often in trouble for straying further from the pavilion than was permitted for such a young boy- on these occasions he would be led back to his parents for punishment. It was often his uncle Samal; the pavilion's most experienced outrider, who would be sent to retrieve him on these occasions, and on the ride back he would scold Amaric about wasting time he should be spending hunting and scouting- however, Samal's scolding always had an air of amusement and affection behind it; unlike the concerned wrath of his parents.
Eventually, when Amaric was sixteen years old, he was assigned to the outriders, under the mentorship of his uncle Samal. As a youth, Amaric had shunned his lessons in magic and crafting, preferring solely martial or riding disciplines. His refusal to apply himself infuriated his relatives- the only time they could ensure his attention was when teaching him songs and poetry.
It was therefore hoped that, with the firm tutelage of his uncle, the hunting, tracking and scouting duties of the Outriders would be the best way for Amaric to contribute to life in the pavilion. Indeed, Amaric proved talented at archery and swordsmanship, as well as at riding and tracking, and learned much from his uncle. However, he also proved easily distracted and difficult to control. He much preferred joking, daydreaming, and chatting with his fellow riders than the long, dull, quiet hunts and reconnoitres the outriders spent most of their time on. Though honest and kind hearted, too often this translated to naivety and an inability to take anything seriously which was frustrating to his fellow Drykas.
Character History In summer of 515AV, the Ankal detected an intrusion in the grasslands, a day's ride away from the pavilion. As the intrusion was not far from one of the trade routes, it was assumed that the intruders were traders who had become either disoriented or bold. Samal and Amaric were sent to investigate.
On arrival at the site of the incursion, they did indeed observe tracks which seemed to tell of a small trading caravan which had stumbled into the grasses, before rejoining the road again. They followed the course of the road from the cover of the grass until they caught up to the caravan and watched them secretly for a minute or two as they passed.
Amaric, satisfied that there was no real threat to his people or the Sea of Grass, was eager to ride back to the pavilion, to run through the wind, and to feel the grass parting eagerly before them. However, something about the caravan had made Samal uneasy.
Dismounting, he charged Amaric with watching over their horses while he went to investigate more closely on foot, saying that he would not be long.
It took less than a minute for Amaric to grow bored. Dismounting, he took Breezeflanks nose to his chest and caressed her mane, reciting quietly to her the epic tale of their people's emergence from the caves to discover the great expanse of grass that had been given to them.
If Amaric were paying attention as he should have been, he may have noticed that his uncle should have returned long before he neared the end of the exhaustive story. He may have heard the footsteps behind him. But he didn't.
It was several days before he made it back to the pavilion on foot. He had awoken with an awful headache, to find that the horses were nowhere to be seen, and his uncle's body lay close to the road, cut by many blades.
The Ankal's judgement was swift and ruthless. By his negligence and disobedience, Amaric had allowed the death of his uncle. Even worse, he had allowed his strider to be taken from him, along with his uncle's mount. Banishment was to be the punishment.
Amaric's disgrace was tattooed for all to read upon his face; the black arrow of treason. In the eyes of his Ankal and the rest of his pavilion, he has no clan, and his windmark is unearned. Stripped of his clan-name, Amaric now takes the name Amaric Blackarrow.
In his grief at the loss of Samal and the theft of Breezeflank, Amaric briefly forgot what he had been taught about life among the clans. He forgot The Watch, The Web, and any notion that he might be deemed worthy of help. He had been stripped of his armour, his sword, and his bow, and given instead a ceremonial black sword of blood debt.
With this sword, he must avenge his uncle's murder and retrieve the stolen horses. Only when his wrongdoings have been thus righted can he return to his family.
LanguageFluent Language: Pavi
Basic Language: Common
SkillsSkill | EXP | Total | Proficiency |
Animal Husbandry (Horse) | 10 SP, 2 XP | 12 | Novice |
Bodybuilding | 2 XP | 2 | Novice |
Cleaning | 1 XP | 1 | Novice |
Endurance | 1 XP | 1 | Novice |
Grooming | 1 XP | 1 | Novice |
Hunting | 1 XP | 1 | Novice |
Logic | 2 XP | 2 | Novice |
Meditation | 2 XP | 2 | Novice |
Observation | 4 XP | 4 | Novice |
Riding - Horse | 10 RB, 10 SP, 2 XP | 22 | Novice |
Scouting | 5 SP | 5 | Novice |
Singing | 2 XP | 2 | Novice |
Socialisation | 2 XP | 2 | Novice |
Tracking | 10 SP | 10 | Novice |
Weapon: Skirmish sword | 10 SP | 10 | Novice |
Weapon: Shortbow | 2 XP | 2 | Novice |
Wilderness Survival - Grass Plains | 5 SP, 1 XP | 6 | Novice |
LoresCyphrusLore: Sea of Grass Geography
Lore: The Heat of an Endrykas Summer
Lore: The Sea of Grass is Dangerous
Glassbeak: Apex Predator
DrykasLore of Drykas Culture
GodsCaiyha: The First Witch
HorsesBreezeflank: Strider Mare
Riding: Staying on the Horse
Animal Husbandry: Horsemanship
Observation: The Smell of a Horse
PeopleSamal: Amaric's Uncle
WeaponsBow: Stringing a Bow
Bow: Arrow Types
Bow: One Foot Behind the Other
Bow: Draw Along the Body
Possessions1 Set of Clothing
-Simple Shirt (Pale Yellow)
-Simple Pants (Deep Green)
-Simple Undergarments
-Simple Cloak (Pale Brown)
-Simple Boots (Brown, Leather)
1 Waterskin
1 Backpack which contains:
-Comb (Bone)
-Brush (Bone)
-Soap
-Razor
-Balanced Rations (1 Week’s Worth)
-1 eating knife
-Flint & Steel
100 Gold Mizas
Heirloom: Amaric carries a ritual skirmish sword, the blade of which is cast in black, named Clan-Debt. It is with this sword that he must avenge his uncle's death and retrieve the stolen horses. Should he succeed in doing this, he can return the sword to his clan, where it will be used in the ceremony that reinstates him.
HousingHouse: 1 large tent (4 person)
1 large tarp
100 ft of rope
1 lantern
2 torches
1 bedroll
1 blanket
1 set of fishing tackle & hooks
1 bonded Strider: Breezeflanks (mare), claybank. Currently missing
1 Yvas (With Breezeflanks)
1 large set of Yvas bags (With Breezeflanks)
LedgerPurchase | Cost | Total |
Starting | +100 GM | 100 GM |
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