Eli Arkadan "The Forgotten" Character in Farandal | World Anvil

Eli Arkadan "The Forgotten"

Eli was born in the South, the specific city is unknown because frankly, he doesn't remember, he was too young. He spent his youth brawling in the streets for coin, and of course fleeing the authorities who would break up such fights. He moved frequently, never staying in one place too long. It was one unusual night of drunken brawling with some new-found "friends" that he blacked out in a stupor. Only to awaken the next morning conscripted into an armed service. Naturally upset, and belligerent at his new situation earned him numerous lashes and other militant punishments. However, he adapted, spending the remaining years of his youth a rank and file soldier, honing his martial prowess, and saving coin. Coin that he of course wagered much too heavily within the same crowd of underground brawling. Several... unfortunate fights... found him deeply indebted, and rather than face a debtor's prison should the collectors gain knowledge of which military outfit he belonged too.... he deserted... He found himself again on the streets again, resorting to petty crimes and theft to pay his own expenses of travel as he moved from town to town. This lasted several months before bounty hunters/debt collectors got a hold of him. Eli put up a significant fight, however was simply outnumbered, and rather than deal with the burden of escorting him many many miles back to the nearest city that would be capable of paying for his capture, beat him badly, dragged him deep within the woods, and tossed him within an unusual well they had discovered deep within.   Eli hit the water, and for a few brief moments believed this was the end, until resurfacing only to find himself within an entirely different forest all together, the collectors no where in sight. Eli spent the next three days wandering with only rags upon his back before coming across a small elven village. His thirst and hunger, and the panic associated... had him once again resorting to petty theft to survive... and amidst his frantic grabs he found himself eye to eye with a stranger... Unlike others, however, this one did not throw insults or anger, but merely chuckled and invited Eli inside for food and tea... Eli spent many hours essentially telling his life story to the one called Thaddeus, and employment as well... Thaddeus offered him a position as bodyguard for his travels within the wilds of the elven northlands, and this arrangement lasted comfortably for a couple years, before Thaddeus requested that he protect a pupil of his (Jon's character). Eli neglected to mention anything of his owed debts and assumed he was now so far away that this issue would never again arise...

Mental characteristics

Personal history

Eli's role as essentially a guardian/guard for the group means that teamwork/aligning with the party will not be an issue (Another reason I've been looking at Pledged Guard, as this profession literally serves as a profession for this kind of current background).   Journey/XP: This one is a little hard for me to describe, as I feel I will be adapting more to the party or our current situations. A little bit of what Ben was posting.   Journey/goals almost sounds the same to me. His only worry is the past debt, now whether he tries to pay it off himself or continually run from it I have not yet decided.

Intellectual Characteristics

Ferocity and Hatred: First the negative. Eli is prone to angry fits when he finds himself within a situation that he can NOT control. Specifically the more physical aspects, treating all his "missed" swings in combat his mistakes and a sign of weakness, sparking his hatred and irratibility. The flip side is that his anger, when properly focused can make him an intimidating target, as he leaves no restraint in his mind and is "all or nothing" or "do or die". This of course segways into Potential Issues, and that being Eli will generally never flee a fight if one starts, even if outnumbered. He can certainly hold his own, however retreat is not an option.

Morality & Philosophy

ORDER: The will you possess is capable of moving mountains and comes with such a rush of passion and vigor that others are often forced into stunned awe. You are unlikely to break under torture or mental duress, possessing a well of emotional strength that at times seems unending.   CHAOS: The anger you barely contain explodes at inopportune times, burning all those close to you, both friend and foe alike. As such, you are likely to inspire hatred in those who have felt your abuse and seemingly calm situations may spiral out of control due to your impulses.
Current Location
Species
Human
Children
Hair
White
Height
6'
Weight
200 lbs

Name:
Eli Arkadan
Species:
Human
C
B
A
P
I
W
F
52(8)
46(6)
44(5)
43(5)
38(4)
43(4)
42(3)
Int
Mov
D'Th
P'Th
Par
Dod
RFa
8
8
10: 16/22/28
7: 13/19/25
62
54
Int
Martial Melee +10, Simple Melee +10, Athletics +10, Intimidate +10, Thoughness +10, Coordination +10, Scrutinize +10, Folklore +10, Resolve +10, Rumor +10
Attack Profile:
Morturary Sword: 62% (8+1)
Vicious]: Roll add'l 1d6 when determining injuries
+1 Damage when using Wooden Shield

Zweihander 62% (8)
Punishing (Spend +1AP to Deal +1D6 Fury)
Reach (May Strike Foes 1 Yard Away, Also Grants Opportunity Attack Vs. Charge/Run)
Slow (Foe Has +10% to Dodge/Parry)
Trappings:
Rucksack, Laudanum (2), Red Cap Mushroom, Tincture (2), Smelling Salts(3)
Traits:
Traits:
GRIM RESOLVE: Effect: Immediately after you suffer Damage from a melee or ranged weapon, spend a Fortune Point to ignore it entirely, therefore negating both Damage and any Injuries you may have suffered. You may even use this after failing to Dodge or Parry.

DEBT-RIDDEN: Effect: You must flip the results to fail all Skill Tests that rely on your ability to barter, bargain or strike monetary deals in your favor.

BLOOD & SAND: Effect: Whenever you spend a Fortune Point, you move one step up the Damage & Peril Condition Tracks positively.

DOGS OF WAR: Effect: You never suffer Serious Injuries.

HARD TO KILL: When you are Grievously Wounded, temporarily add 3 to your Damage Threshold.

INDIFFERENCE: Effect: When viewing blood-soaked and visceral scenes of death, you always succeed at Resolve Tests to withstand their potential psychological effects (such as with Stress, Fear and Terror) and don’t suffer Corruption due to such scenes.

NO MERCY: Effect: When you Injure a foe with a melee weapon, you inflict two Injuries instead of one.

RUN AMOK: Effect: When you Charge, you gain a +20 Base Chance to strike with a melee-based Attack Actions and Perilous Stunts.

LIGHTNING REACTION: Effect: In combat, you gain 1 additional Action Point. However, it can only be used to Dodge and Parry. This Action Point refreshes at the beginning of your Turn.

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