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Post by Firehead on Jun 8, 2009 8:33:05 GMT -5
~~~~~~~~Characters' Current Status (s)~~~~~~~~ * Black means that the person involved is dead. * Red means a certain ammount of danger or injury is involved.* * Blue means potential danger or injury is involved* * Yellow means that no or very little danger or injury is involved.* * Purple means that a lethal ammount of danger and/or injury is invovled (possibly indicating that the person is about to-- or could very well-- die).* *White means absolutely no danger or injury is involved.* Red Cracker: ? Benardo Skevlic: Injured and slowly recovering. Retired Ranger, married to Heather(?) Tamlin Fletcher: Saddling the horses while Rick and Darrel battle the bad guys& Following Scarcrow through the streets of Araluen&& Darrel: Dead. Killed in Gallica.Michal Alan Fisk: NPC Rab Streamflag: Deceased/Being a legend Mylia (Catchrats): Chatting with Tory and Ivy in Bunt's cabin& Having Yule with her friends in Marshwood&& attending the Yule Revel in Norgate. Captain Henry Renade Sklaw: NPC Simone Gail Talley: Retiring to an NPC eventually -------------------------------------------------------------------------------------------------------- name: Red Cracker age: 17 gender: male type of apprentice: ranger; silver leaf appearance: red hair like a fox's, w/ clear blue eyes that normally have a sparkle in them. His skin has a medium tan to it. He stands 5'1, and weighs 115, so he has a slightly stocky frame. He also has a faded, crescent-shaped scar on his right cheek. personality/attitude: Red has a cheerful attitude most of the time, even when he runs in to trouble, which he seems to attract like bees to honey, but he does have a serious side, and if he gets angry, make sure its not you he's angry at. Red takes friendship very seriously, and doesn't take being betrayed easily. He enjoys water immensely, and can usually be found on heights of various kinds. Red will use any weapon as long as he can lift it, but dislikes the lance, saying that its too long and unwieldy. history: Red's background-- like where he was born, where he lived, etc.-- is pretty much a mystery. A lot of people think that he doesn't know, himself. other: Red makes friends, foes, and enemies with equal ease; easily. he is also quick to trust his instincts.8
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Post by Firehead on Jun 8, 2009 8:49:00 GMT -5
NAME: Benardo Skevlic
AGE: 38
GENDER: male
TYPE OF APPRENTICE: Ranger--silver leaf
APPEARANCE: 5'5, 135 pounds, stocky build, light brown hair, hazel eyes, tan skin, easy to overlook if your not looking for him, it helps him that he enjoys disguises.
PERSONALITY/ ATTITUDE: he is quiet and prefers being alone or ignored by those around him. He is not given to dancing around the bush with talk, he'd rather hear and say it how it is. Many would call him stern, and so he is a lot of the time, but sometimes, with those he knows well, his rare smile will slip through.
HISTORY: his mother died giving birth to him, so he was raised by his father, who was a hunter. when his father died after being mauled by a bear, Ben, who was by then nearly 16, traveled to Araluen where he was taken by a Ranger as an apprentice. Since earning his silver leaf, he has been hard at work clearing up the many troubles that plague Araluen.
OTHER: He never considered taking on an apprentice because he didn't want to be burdened by one, but since Crowley asked him (more like a threatening hint) to take one on, possibly in the next year, he's agreed to consider possible candidates for the task.
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Post by Firehead on Jun 8, 2009 8:52:27 GMT -5
NAME: Tamlin Fletcher AGE: 14? GENDER: male TYPE OF APPRENTICE: Ranger APPEARANCE: small for his age, about 4'3, slim build, dark brown hair, tan skin, blue eyes, wears clothes that will help him blend in. PERSONALITY/ATTITUDE: VERY inquisitive, good climber, fast runner-- away from trouble, that is. He enjoys being where the fun and laughter is, but is less enthusiastic when it comes to trouble, though if he's cornered, he'll fight regardless to injury. Don't know about his loyalty since he's never had anyone to care about. He's been on his own ever since he can remember, and he's wary of others who act friendly for no reason. HISTORY: Tam does not remember his parents or where he came from.He believes that he's lived in Araluen's capital all his life. He has no education, so he doesn't know how to read or write. He was a street boy, living on what he could scavenge or steal, until one day, not long ago... OTHER: He takes care to avoid tall, heavily-built men--- perhaps from a bad experience... or several. He is also leery of horses, and dislikes dogs.
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Post by Firehead on Jun 8, 2009 8:55:57 GMT -5
Name:Darrel ( Slowly Deceasing) [Update: Now dead.]
Age: 25? Gender: Male Profession: Ballistics expert Appearance:
Barely 5'; slim/stocky build; weighs something around 120; short, curly,dusty brown hair; dark gray eyes; his face is a traceary of faded scars; he usually wears faded-colored clothing; wears a sling disguised as a belt at all times.
Personality:
Quiet; calm; keen mind; always thinking about something, be it what he's not saying aloud, or a project/assignment; says little; not big on complaining; keeps his eyes open.
History:
Not much is known at this point in time. He does not say. It is believed that he is a Shang (one of those guys who are masters of unarmed combat), but no way to say for certain. He just showed up in Araluan's capital one day, and the next was part of the army. It IS known however, that he is an unsurpassed master of all things that fly [ birds, rocks, arrows,etc..(ballistics expert)]. He was in the army for about two years.
Will add more later.
Additional Information:
Dougal probably knows more about Darrel than his closest friends do(Darrel's friends that is).
He MIGHT have a brother somewhere.
Has a journal that is currently in Dougal's keeping.
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Post by Firehead on Jun 8, 2009 9:02:22 GMT -5
Name: Michal Alan Fisk Age: 20 Gender: Male Profession: Field Commander of the Guard Appearance:
Shorter than most people in the room (4'9), and compactly built;curly brown hair that never stays in place; blue-green eyes; medium tan skin; a twice-broken nose that makes him look like a poor village farmer, though actually, his family is quite well off.
He looks like a regular person that you'd talk to on the street, except that he's on the short side. He dresses neatly, always managing to look spic and span--even in the worst weather.
He's the person who, no matter where he is or what he's doing, look's like he belongs there...in some capacity or other.
Personality:
His eyes almost always have a twinkle in them, and he's nearly always smiling and laughing. When he isn't, you practically have a guarantee that the situation is serious indeed. He tends to be reckless, impulsive, and easily carried away by danger, but when faced with a puzzle of a serious sort, he's usually calm, cool and collected and tends to think things through carefully and from all angles.
He cares a great deal about his own skin and it's intactness, but he rarely hesitates to plunge into a battle to save a friend. Or even just guard that friend's back. Not that he won't complain of course! He is sometimes fussy and vain about his appearance, as he likes to look presentable.
History:
Born into a rather well-to-do family in the city of a coastal fief, His father died of pnumonia when he was 5 years old. He grew up to be wild and carefree, and when he struck out on his own at the age of 16, the entire town breathed a sigh of relief.
While he was roaming the kingdom looking for adventure, the townsfolk back home kept predicting that his life would end badly, and that he'd be a wanted man hunted without mercy, and while it was very nearly true, it never really happened the way they had envisioned it because of a knight errant who didn't have a squire.
Fisk had gotten into trouble...again, and had been taken up by the town guard who had promptly locked him up. when his trial before the town men came up, it was decided that Fisk would pay a fine and immediately after, leave town and never come back. When discovered that Fisk didn't have enough to pay the exorbitant fine set by the town men, they promptly decided to hang him. That was when a Sir Ryan-- knight errant came forward and paid the balance of the fine, and thereby saving Fisk's neck from the noose. In exchange, Ryan told Fisk that he could pay of the debt by riding with him as his squire. And so Fisk did, and found quite a bit of excitement.
At one point in his travels with Ryan, they passed through Fisk's hometown, and stayed for a night with his family. It was pure coincidence that Fisk's eldest sister Miria, was getting married, the day they rode in, but it was one of her happiest.
6 months later, Fisk received a letter from his mother asking that he return home immediately. Upon arrival, Fisk learned that Miria's husband, Marcus, had been accused of murdering a man in a dispute over some farmland. Worse still, the man had been Marcus's brother. Fisk began to investigate the problem himself, with the help of Ryan, and, after nearly getting themselves killed several times, they discovered that Marcus's brother was still alive and had framed the whole thing--just to get back at Marcus for some childhood quarrel.
The townspeople, needless to say, were only to happy to hand out justice and,in keeping with that town, told the entire fief about the entire episode--and it lost nothing in the telling. It reached the ears of several nobility, and they, of course, wanted to reward them. The two of them quickly left that part of the country because they both wanted to escape the notice that came with such noterioty, but they were soon found and dragged before the nobility to recieve their rewards.
But those rewards came with strings attached, as one baron in particular wanted them in his service. They managed to convince that noble that they didn't want to give up roaming around the countryside, but the baron, being wise enough to realize that these two young men could go far in service of the King, and crafty enough to find a way to get them there, refused to hear of two going back to randomly getting in trouble. He used his influence with the King (which was considerable), to convince him to form a new branch of the army.
The Araluan Guard, or the Guard as it is commonly known, was comprised of 500 men and women of various experience and age, who had different skills with weapons and all of whom could ride. By order of the King, Ryan became the first Captian of the Guard, and Fisk, his field commander.
Additional Information:
He's "Mike" to criminals, "Alan" to his closest friends, "Fisk" to everyone else, and "Michal Alan Fisk" to his angry mother...or sisters.
He was often called a"a wandering trouble-maker".
He can use a sword somewhat knowledgeably because of Ryan's tutoring; he uses a bow with a considerable amount of skill; and he is very skilled in the usage of knives and fists.
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Post by Firehead on Jun 18, 2009 12:00:16 GMT -5
Name: Rab Streamflag
Age: 28 Gender: Male Profession: Ranger Appearance:
5'7; 140lbs.; light, curly, brown hair; light tan skin; blue eyes; rather muscular in build;Wears browns and some greens, because they blend in with most backgrounds better then other colors do.Wears soft-soled, ankle-high boots made of leather that he makes himself. He has the standard bow and arrows --which he also makes--and knives, and also a leather sling disguised as a belt, and a small pouch of smooth stones for the sling.
Personality:
Alert; steady; cautious when needs be; enjoys peace and quiet; thinks things through thoroughly; gets along with most people; will listen to others more than he will talk; most people don't realize that he's listening to their conversation, until he speaks up.
History:
His parents liked solitude and built their cabin in the woods, away from civilization. This is where Rab was born, three years later. His parents were hunters, who seldom ever went near civilization. Once or maybe twice a year was normal for going into town.
On one of those trips, when he was about fourteen, a Ranger struck up a conversation with his father. The Ranger asked if he had any plans for his son, Rab. It seems that he'd spotted Rab stalking a deer one day, and had followed him. He was impressed with Rab's tracking and stalking skills. Would Rab be interested in becoming a Ranger? His father asked Rab weather he wanted to become a Ranger, and he said yes. The next day, Rab left his parents and went with his teacher.
When Rab turned twenty, he was made a Ranger, and sent to his own fief--- close to the border of the Mountains of Rain and Night. He's been there ever since--except when on missions elsewhere, and the Gathering.
Additional Information:
Due to his parent's occupation, and then his teacher's training and refining, his stalking and tracking skills are exceptional.
Due to his uncanny swimming ability, and the ability to sense the strength and safety of a current, he has been called a water rat.
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Post by Firehead on Jul 8, 2009 14:46:51 GMT -5
name: Mylia (also called Catchrats) age: 16 gender: female type of apprentice: ranger appearance: Mylia is 4'7; wiry build; short faded brown hair; blue eyes with flecks of green in them, though they appear blue until close-up; tan skin; usually sports a few bruises; wears clothes in drab colors, to blend in; not the most noticeable in any environment. personality/ attitude: Mylia attracts trouble like flies; she's short, so lots of people pick on her because they think she's an easy target, so she has learned to defend herself. When she's not focused on surviving the streets, she is usually cheerful, though not talkative, with a small mischievous streak. She is loyal to friends and tries to help them whenever possible, though it isn't easy, and she's protective. history: Mylia grew up in the slums of the kingdom's capital city with her family. When she was 8 her parents were killed by an epidemic that swept through the lower city. Her 3 younger sisters were taken in by some neighbors, but Mylia was cast into the street to fend for herself. Survival was a 24 hour fight with very little rest, but she survived by sealing and picking the pockets of rich folk. She fought for scrapes of food, clothes, and dry spots to sleep. It was harder for her because she is smaller than most, but she learned to be tougher than those around her. other: Mylia excels at barehanded fighting,doesn't like being snuck up on,can pick locks, recite the alphabet, her writing is atrocious, and don't put a knife in her hand unless prepared to defend yourself because you sneaked up on her.
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Post by Firehead on Jul 15, 2009 9:26:22 GMT -5
name: Captain Henry Renade Sklaw
Age: 23 (or close to it) Gender: Male Profession: Trader/ Smuggler Appearance:
5'6 feet; 135lbs.; thick, shaggy red hair (somebody is lousy at giving haircuts to that crew); steady, clear-blue eyes; medium-tan skin; usually has a look on his face that give as much expression as granite rock. He wears a loose-fitting pair of pants and shirt; a leather vest; and sometimes has a hat on (flat-crowned, with a wide, flat brim). He has a rapier and a knife strapped to his waist by a leather belt, and another smaller knife which he sometimes wears (this knife has a special sheath sewn into the inside of the back of his vest). Is rarely seen without his quartermaster, Vick.
Personality:
Has polite manners (on occasion); sometimes cynical and/or sarcastic; cheerful; sober; reckless; very good fighter; determined; curious; otherwise pretty normal. He won't back down in the face of a fight (especially if he's ticked), and has been accused of stubbornness on more than one occasion. Will take most opportunities when they appear.Will also take a dare, chances, and sometimes a bet.
History:
Believed to be the youngest of a large family, but there is no way to verify it-- Sklaw isn't easy to get talking about his past. At young age, perhaps 8, went to sea as a cabin boy. As he got older, he moved up in the ranks. At around the age of twenty, the opportunity presented itself to buy the Waveblade, an old tramp ship. As ships go, the Waveblade was rather small, but it was extremely quick, outrunning most other ships on the high seas. Once he'd bought the Waveblade and fixed her up, Sklaw took to trading and sometimes also smuggling on the side. Even though his trade is somewhat questionable in it's honesty, he is still know as a square dealer, and a good man to ship your cargo.
Additional Information:
He has an "X" (made by two scars) on the lower right side of his jaw. He rarely says how he came by it.
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Post by Firehead on Dec 14, 2010 13:40:52 GMT -5
Name: Simone Gail Talley Age: 32 Gender: Female Profession: Ex-Ranger/ Retired due to medical reasons. Appearance: Simone is rather beautiful, although she tends not to care--at least, not sense Garet died. She has long, curly black hair, dark and glossy like a ravens, that falls to mid-way down her back. If she cuts it short, she tends to look a little pixieish or elfish. She has high cheekbones and an attractive face, with one dark, lake-blue eye and one medium mist-grey eye. The fact that her eyes are different colored isn't exactly noticeable if your at a distance from her. It's only when you get up close, within a hundred feet of her that you really notice it. Her skin is tanned from a life spent outdoors, and she stands 5'3, and weighs in at 134lbs. She has a slender, athletic build, and she keeps her body flexible as a gynasts'--you never know when such an ability will come in handy. Simone tends to walk with a limp, made more distinct by cold, snowy weather--a permanent side effect of the injury which resulted in her medical dismissal from the Rangers. She still often wears clothes similar to that of the Rangers, although she will sometimes deviate from this dress code. On rare occassions, she will wear a dress, but it's got to be a once-in-a-lifetime occassion. She still has her old Rangers cloak and knives, although she's had to make a new bow and arrows, and she wears the gold oak leaf of a retired Ranger. Personality: She can be sweet and feminine, when she wants to be, but of late, she hasn't been in the mood. She hates the fact that she has been retired so early in her career and she hasn't been taking it well at all. She's kind of at lose ends as to what she should do now--She's adrift and with no prospects in sight--at the moment. She's turning into someone similar to Ben Skevlic and Badger Cheeseman--a grouch. She tries not to rub it against anyone, but with a chip like this one on her shoulder, it's kind of hard not too. She's aimless and wandering around the countryside and into Picta and Scotti and Celtan and even further, overseas, hasn't done anything to get her interest. So she continues to wander. No purpose is something that she hates with passion, especially now that she's had a taste of it. But no other job holds the appeal or action of the Ranger Corps. At times she get's so down, that she goes hunting for trouble for something to do, but when she finds it, she either winds up hurt, or she has a dismal time of it. When she is in a good mood, Simone is easy-going and agreeable, filled with laughter and good humor. She enjoys a good time, same as the next person. She is smart, tenacious, and very skilled, and when she puts her mind to something, she usually gets it done. She's loyal to her friends, although she doesn't make them as easily as some because she tends to be aloof and stand-offish at times. She is over all, a warm and passionate woman, although if anyone tries to get closer to her than just regular friendship, they may have a tougher time of it. She's not going to jump into another relationship gung-ho. It's going to take a little time and patience, along with being the right man, to get her to accept and try a new relationship. History: She was born to Arianna and Jacques Talley, shortly after the two had married and moved to Gallica. her father was a merchant; her mother and homemaker. Three years after Simone was born, her father was killed in a freak accident, and her mother took up the merchant business. Arianna did well withthe store, but the business took up much of her time, leaving little over for Simone. Because of her young age, Simone was often left with, and watched over, by the neighbors. The neighborhood where Arianna and Simone lived, was one of the more run-down areas of town, with mostly lower class families and resident hunters and poachers. But these were the sorts of people who kept their eye on Simone for her mother, and subsequentially taught her many of the things she would use later in life. The washer woman three houses down taught Simone how to keep her clothes clean and presentable, The tanner taught her to craft various articles from leather, the weaver taught her weaving, and the local "old crazy man" taught her...trivia and miscillaneous this-and-that, but the people who taught her the most important skills in her life were the hunters and poachers. These men looked at her as though she were one of their own children, and since she had lost her father at a very young age, they became the sub-fathers in her life. They taught her to carve wood, shape arrowheads and bows, make bowstrings, track, staulk, ride, shoot, and most importantly, to think "outside the box". As she grew older, she was more and more often out in the woods playing any myrid of games that one or the other of the hunters and poachers had thought up. About the time she turned 13, her mother was murdered walking home from work one day. The crazy man saw what happened from where he was hidden in a barrel, peeking through the bunghole. It was over so quickly, that he didn't have a chance to warn her, or to interfere. The minute the murderers were gone, he sprang from his barrel and raced for home to spread the news. Less than an hour later, the washer woman was coming home from a laundrey delivery when she was halted by three men just outside the house where Simone and her mother lived. The men asked if Arianna had had any relatives, for they were the berers of sad news. The washer woman, who didn't know yet of Arianna's murder, told them that yes, Arianna had a daughter--Simone was her name, she should be home shortly. The three men said that they would wait then, and went inside the house, while the washer woman went on her way. Arriving at her home the woman was accosted by the crazy man, who told her of the murder. The washer woman was agast, for she had just told the murderers of Simone's mother that Arianna had a daughter. The entire neighborhood sprang into action. One of the hunters immediately went to find Simone and bring her home. He found her not far from town, just finishing a game of tag with two of the poachers, and told her of her mothers' death. He then escorted her to the tanner's house, where an emergency meeting was held. One of the men pretended ignorance of the situation and went over to SImones house to find out what the mens' motive for murder was. He was told (truthfully or untruthfully) that Simone's father had some outstanding debts owed to some very wealthy people, and that since he couldn't pay in cash, he would pay in blood. It didn't matter to them whether or not Mr. Jaques Talley had been dead for neigh on ten years--his debts had to be repaid. The man returned to the tanners with this information in hand, and it was decided that Simone should leave town for the sake of her safety. She was provided with a horse and supplies--but what would she do for money? The neighborhood crazy had the solution for that: He bought her house and paid her with money that he'd saved up over the years--money that no one had known he'd had. The money was in several different currancies, but that probably wouldn't cause too much of a bother, exchange being what it was. Late that same night, Simone set out, beginning her two-month journey, across country, to eventually wind up in Araluan with her mother's sister, Julianna. Along the way, her survival skills were honed to the highest degree possible, and she realized that she liked this sort of life, living by her wits, instinct, and skill. Two months and many miles and dangers later, Simoe came to live in her Aunt Julianna's household, with her husband and six cousins. Aunt Julianna had married a step up from her sister, and was rather wealthy. She tuaght all her daughters the ways of a higher-born lady, and saw no reason to do otherwise with her niece. Simone went along with it, for the most part, although she missed being out-of-doors sorely, when it came to fancy stitchery and sitting around listening to her cousins gosipping. She lived with her Aunt and Uncle for about a year, until she was 15, when her aunt told her she had arranged for her marriage to a wealthy merchant. That was it: Simone didn't want to marry yet, and so she ran away from home. The Ranger of that fief at that time, was ordered to head out after her, but she led him a week long chase before he finally caught her. She walked in a stream to the nearby river and dislodged a downed tree from the bank, using it as a raft to float down the river a ways. She would have stayed on it, but they were approaching a waterfall, and she didn't want to die yet. So she'd gotten off, by climbing into a tree, and there she'd stayed until the Ranger caught up to her. Impressed with her resilince and her ingenuity, the female Ranger had offered her an apprenticeship, which, given her choices, Simone had accepted. At the age of twenty, Simone earned her silver leaf, and was given her first fief two years later. She held that fief for eight years. During that time, she became very good friends with another Ranger, Garet Stanton, who held the next fief over. After nearly seven years of being good friends, Garet proposed to Simone, who was delighted, and accepted. She planned to turn in her leaf and marry Garet at the next Gathering. But their happy ending was not to be. Less than a month before the Gathering, She and Garet were doing a joint patrol along the conjoined borders of their separate fiefs, when they walked square into an ambush. It was over in less than a minute--Garet lay dead in the road, Simone's horse had been killed, and she was pinned beneath it, an arrow in her shoulder and her leg shattered. She should have died too, but apparently the ambushers thought that she was already dead. She lay there for eight hours, bleeding out slowly, before a Guard patrol found them. She was taken to the nearest castle, where her injuries were tended to, and she slowly recovered for the next four months. It was there, that she learned of Garet's death and she was devastated. It was also there that she learned of her medical retirement from the corps. It was hard to tell which hurt worse. Had she been alone when the ambush happened, she would have at least had Garet. But he had been with her, and now she had nothing. Crowley asured her, when he brought the news of her medical retirement, that the Corps would do everything they could to find the murderers and bring them to justice. She swears that there was a witness to the crime, and that someone was there with her up to the time when the Guard aririved, but in the years since the attack, no one has been found. And they--the Guard and her once-fellow Rangers-- believe that she imagined it when she was delerious from bloodloss. It's been almost two years since the accident, and while she's managed to get over Garet's death, she's now drifting aimlessly around the country. Crowley once told her that she could always join the other retired Rangers based at Araluan, but she refused--they're all way older than her. Additional Information: As far as she knows, she's the youngest Retired ranger in Araluan and the known world, and she is the first to have been medically retired in over a hundred years. No one knows about her and Garet's engagement, as it happened before her next report and they were bushwhaked before she could write it. Since then, she has not told anyone of it either. What's the point, now? She rides her first Ranger horse, Snap, a rangy bay, 15.0 hands high, 21 years old, male. Since he was too old for active service, they agreed to let her take him back.
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Post by Firehead on Aug 2, 2011 14:41:26 GMT -5
Pippen Cantrell (Called "Pip" for the most part)
Age: 24 Gender: Female Profession: Ranger, unattached to a fief, goes where needed.
Appearance: Pippen is a half-blood, her father being from Tuscano originally, and her mother from the lands far to the south. Her skin is the color of light coffee, and she has frizzy, extremely curly black hair that has a complete mind of it's own. Her large, almond-shaped eyes are a dark, rich chocolate brown in color. She has a kind of exotic beauty about her.
She has the kind of shape that most women only dream about having, with a curvey, hourglass figure that catches the mens' eyes. She stands 5'3, and weighs 120lbs, but can be an intimidating force despite her petite looking frame.
Pippen likes to wear clothes with rich colors, but will stick with plain and serviceable out on the field. She goes for loose-fitting, comfortable tunics with typically T-shaped necklines, and trousers. When in the field, it's the typical Ranger's dress, but occasions--big or small--are the only excuse needed to dress with color and flair.
Personality: She doesn't mind being called Pip, Pippen, or even Pipperel, but call her Pipsqueak at you own risk. She absolutely hates that nickname. For one, she was never a pipsqueak. And if you call her that or imply that she is, watch out--violence is a hefty risk on the near horizon.
Aside from the pipsqueak thing, and one individual in particular, she is really an easy-going type of person, having an even-keeled personality for the most part. It takes a lot--repeat, a lot -- to make her mad.
At times she can be the life of the party, and she's not above a little jibbing or fun ribbing. Nor is she above a little flirting, although it takes a special kind of attitude for her to take it from Rick. Rick being the one person who can annoy her to no end. It's something like a love/hate relationship, there.
She has a photographic memory, and is able to recall even the most minute of details weeks, sometimes even months, later, without the need to write any of it down right away.
History: Pippen's parents immigrated to Araluan shortly before she was born and settled down on a small farm in Coledale Fief. However, the land was uncooperative, and they wound up selling the farm and moving to the City when Pip was five. There, Pippen's fater managed to land a job, teaching. That lasted for about three years, then they moved back out to the country in hopes of trying their hand at farming again.
They wound up with a plot of land at the edge of the Solitary Plains. For all that there was frequent trouble with the Plain People, they managed to carve out a good life for themselves. Pippen was of a curious nature and would often wander out into the Plains, sometimes getting lost for hours, and later even days, before wandering back home.
They might have stayed out there indefinitely, but when Pippen was 13, a drought hit their farm. Massive dust storms became regular occurances, and during one of these, Pippen's father went out and never returned. The dust storm was the worst yet, lasting for over two days. Afterwords, Pip and her mother went in search of him, but they never found him. Shortly after that, Pip's mother decided to abandon the farm and go dack to the city.
Pip was 14 when she met the Ranger. She was in the tavern where her mother now worked as a cook, eating, when she overheard a group of men plotting to kill the local Baron. It seems they weren't to happy with him, over lowering the price of wool. At any rate, they were so focused on their plans, and Pippen heard quite a lot.
Knowing that the Baron needed to be warned, she went first to the Baron himself and tried to tell him of the plot. When the Barons attendents refused to let her in because he was busy consulting with the local Ranger, she determined to try another way. She wasn't much for climbing up things, but she went to the top of the tower to the roof, then climbed down one story, and in through the baron's office window.
Not shy by any means, she stepped out from behind the curtins drawn across the window, and told them straight-up that she had information that they needed to hear. They actually listened, while she reported what she'd overheard, word for word. Impressed-- and convinced of the threat to the Baron-- by Pippen's accurate memory, the Ranger acted on her information and led the arrests of the plotters.
Afterwards, he asked her whether she would be interested in learning the life of a Ranger. Intrigued by the idea, Pippen readily aggreed to a trial, and by the end of the month, she couldn't imagine life any other way.
After five years of apprenticeship, she became a full-fledged Ranger. She has not been assigned a fief, but she freely wanders the countryside, helping out where she is needed, and doing all sorts of odd jobs.
Additional Information: She owns two horses. Her favorite is a 15 hand high, red sorrel gelding with a wide blaze and four white socks up to the knees. He is a good travelling horse, but can sprint quickly over short distances as well. His name is Stryker. Her second string horse is a tall, rangey, blood bay stallion, 17 hands tall. This horse is strictly a long distance traveller. His name is Tabor. Stryker is her Ranger horse.
She is an excellent rider and teaches trick riding on occasion to those Ranger Apprentices who have a talent for it, or to those who need to improve their balance on horseback. Though she hasn't taught Tam anything, she has seen him practicing his riding, and she can't wait to see the expression of Rick's face when he sees it for the first time.
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Post by Firehead on Aug 5, 2011 9:35:49 GMT -5
Name: Shane Qwade
Age: 33 Gender: Male Profession: Ranger
Appearance: Qwade stands 5'10, and has a muscular build, weighing in at 184 lbs. He can pack a mean punch when he means it. He has curly, sandy brown/blonde hair the color of golden wheat; usually in need of a trim, as he only cuts it when he remembers it. His skin is tanned from a hard life out-of-doors, and he has very intense grey eyes.
Although he's usually dressed in the typical Ranger's garb, he does tend to deviate from it, time to time( Usually by wearing a battered old plains hat and vest, rather than a hood and the accompanying cloak.)--probably to needle Crowley. Qwade tends to look like a cross between a plainsman and an ordinary citizen, most likely accounted for, becuase he is.
Personality: Say hi to the lone wolf of the Ranger Corps. Grouchy, solomn, pessimistic at times, prefers to be left alone. Most would say he hasn't got a humorous bone in him, but that's not exactly true--it's just well hidden, buried benieth a rough, hard exterior.
Never one to run scared, he is the best gurrilla fighter in the whole darn Corps. Oh, he'll run like any ordinary Ranger, when need calls for it, but when he stops running, be prepared to lose a lot of blood. He will die fighting. And he'll be fighting smart until there's nothing left but fight.
He isn't Crowley's favorite, not by a long shot--never was, either. If Crowley leaves him be, he'll leave Crowley be; it's like letting sleeping giants sleep undisturbed. I'll give the explanation in his history.
It's best not to play pranks on him as nowadays he tends to throw the person responsible into the nearest half-solid object. (Water, a tent, etc.) A good rule of thumb is, if you don't want to go flying--leave him be. He's generally a patient man when it comes to this sort of thing, and he'll wait as long as necessary. The only ones who can get away with fooling around with him would be Pippen and Red, although sometimes Red doesn't realize it.
History: Shane Qwade will often say that it's no one's business but his own where he was born at, but his birthplace has played a major role in his life. He was born on the Solitary Plains, one of the Plains folk himself. Not a tribal person like Rick, or an interloper like Pippen, but a genuine Plainsman.
He grew up with the entire Plains as his playground and as a result knows the Plains like the back of his hand. Not that he'll offer that information to anyone. As far as he's concerned nowadays, his life started in the fens, in a tiny village called Cobblestone. There, he first met the man who would become his mentor eight months later when, home destroyed by Wargals, he would leave the plains for good and return to Cobblestone.
It had been a strange meeting, to be sure, as they didn't interact in any way whatsoever. They simply watched one another as they went about their separate businesses, but they must have known that they weren't seeing the last of one another when Shane followed his family back to the Solitary Plains.
With disaster almost always looming over his shoulder, he spent five years an apprentice and three more as a fully-fledged Ranger, before the stormcloud burst. Those who knew his background (other than his mentor) didn't trust him. But Shane ignored that fact, figuring that they would get used to the idea of a Plainsman among them at some point or other. During those years, he showed a cheerfulness that bordered on dare-devilness--he was, perhaps, the only one who didn't see the trouble boiling up on the horizon.
And then the storm cloud broke. Shane was accused of revealing secrets that the Rangers guarded jealously, one of which was the making of their knives. Really, it was a horrible copy, and broke the first time it was used in combat. (This piece of information didn't come to light until a year later, when Shane's former mentor discovered it.) Also, Shane didn't even know how the knives were made, but the fact that the knife was made in his fife, was enough to get him thrown out of the Corps.
Once Shane's head stopped spinning, he headed straight for the Mountains of Rain and night. It was rather an attempt at sucide, but it didn't work. Finding Red, half-dead and all, changed his plans. Suddenly, he had someone to keep alive, someone who depended on him. Shane packed Red along with him, toting him all over the mountains with him until he was well. Then Shane tried to point out to Red that their combined trails ended here; it was time for Red to get smart and leave the mountains like any sane person would do. But using two devastating pieces of logic, Red stuck with him.
1) You're not planning on leaving--besides, I owe you. 2) Who said anything about me being sane?
Shane stayed in those mountains for four years, accompanied by Red. Together they fought to stay alive, to keep one another in one piece. Red brightened the world with his hare-brained, haphazard ways and his nonchalant attitude, and kept the two of them on their toes by getting into trouble without meaning to. To anyone looking at the two of them, they were as different as night and day.
And then the Gallican War happened. Short of Rangers, many being overseas helping with the war effort, Crowley told Gilian to go find Shane and invite him back to the Corps. It was unprecedented, but they still needed to make amends over the knife issue as well. Gilian bumped into Shane and Red crossing a river near the mountains. Red had finally talked Shane into roaming elsewhere.
Gilian passed on the message, but Shane, now disillusioned by the Corps, wanted nothing to do with it. However, he told Gilian, the Corps might find a use for then seventeen-year-old Red. After all, the kid had all the skills a Ranger needed, and a few more besides.
Red was accepted by the Corps, but a few months later, he too, was headed overseas in pursuit of some horsethieves, and Shane found himself reluctantly taking over Red duties. He swore that it would only be a temporary arrangement, but now, a year after the war is over, he's still a part of the Ranger Corps.
Additional Information: Owns an 11 year old, buckskin stallion, 16 hands high, rangey and rather homely looking for a horse, but more graceful than could be thought and more agile than the Ranger horses that the others ride. He will turn on a dime and give you nine cents change, sometimes more. The horse is not your typical ranger horse, because Old Bob didn't ever get his hands on him--wouldn't have wanted to either. The stallion is mean! A wild and wiley killer, the village that owned him was about to kill him for a menace to village safety, when Qwade offered to buy him. (He needed a horse.) Qwade is the only person in the world who can control the animal and keep him civilized. That said, he's also the only one who can ride him.
He named the horse Devil, which gives a fairly accurate discription of his attitude. Devil is equal to any Ranger horse, usually better than most, even. He sometimes gets a swollen knee though, and winds up lame for a little while. But dispite this, Qwade will not give him up.
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