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Kallad, son of Harnrik
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--- Kallad, son of Harnrik --- Runes: Beast Air Movement Type: Player Character Homeland: Sartar Occupation: Hunter Initiate of Cult: Orlanth Adventurous Standard of Living: Poor Income: 40 L Ransom: 250 L Description: Your grandparents' history Your grandparent was a hunter from Sartar. Year 1561 Your grandparents were born this year. Year 1582 King Tarkalor and his wife, the Feathered Horse Queen, went to war with the Lunar Empire to aid the Old Tarshites, aided by Praxian and Esrolian mercenaries and volunteers. The Red Emperor personally led the Lunar Army and when the armies met at the Battle of Grizzly Peak, the Lunar Army swept the field with their vastly superior magicians. Both King Tarkalor and his Queen were killed. Of special note, your parents were born by this year. Your grandparent was present at the Battle of Grizzly Peak. Your grandparent died with great glory defending the king and queen. Gain Honor Passion and Loyalty (Sartar) or Loyalty (Feathered Horse Queen). You have a famous ancestor and get +5% bonus to your Orate skill and +3% Reputation. 1604 is the year of your adventurer's birth, unless you have chosen to be older or younger. Your adventurer will be 21 in 1625, the year this game is set. Your parents' history Your parent was a(n) warrior from Sartar. Year 1609 Persistent raiding by the tusk riders rallied their foes, and many lands (Sartar, Tarsh, Trolls) sent their best hunters and warriors to hunt down the raiders. Success was, as usual, questionable. It was a normal year for your parent. Gain +10% in one of a warrior's occupational skills. Year 1611 The Righteous Wind was a revolt that began in 1606 among the Aldachuri. By 1611, they took up arms against their opponents, whom they described as the Moon Storm. Harvar smashed them with Gagarthi thanes and became the leader of the Aldachuri. A normal year. Gain +10% in one of your ancestor's occupational skills. Year 1613 Outraged by the Lunar presence and urged on by social unrest, the Sartarites rebelled in strength and temporarily expelled the Lunar army. The Lunars regrouped and, under the leadership of General Fazzur Wideread soundly defeated the rebels. The Red Emperor appointed Fazzur Wideread the Governor-General of Dragon Pass. Your parent was outlawed by the Lunars for 4 years after Starbrow's Rebellion was defeated. Gain Hate (Lunar Empire) Year 1613 After Starbrow's Rebellion, the Lunar Governor Fazzur agreed to pardon all of the recent rebels except for one group, who he said were the cause of the entire trouble. These were the Durulz, or wereducks, one of the beastpeople who had been loyal to Sartar. Prince Temertain of Sartar agreed. Peace was made. A proclamation was made that any citizen who delivered the body of a durulz, dead or alive, to certain places would be relieved of one year of the heavy tribute that had been levied by the Lunars. Your parent joined the Duck Hunt to gain wealth and prestige and advantage over rival clans. Gain Loyalty (Lunar Empire) and Hate (Ducks). Year 1619 The Lunar army invaded northern Hendriking lands and took the city of Karse. King Broyan of the Hendrikings retreated to the fortress temple of Whitewall with his companions and withstood every Lunar attempt to take the city. The Crimson Bat is sent to Dragon Pass to strike fear into any who would rebel against the Emperor. Your parent fought in the Hendriking Campaign and survived. Year 1620 The Lunar army decisively defeated the Malkonwal army in battle and accepted their surrender. The Hendriking king and his companions held out at Whitewall, defeating everything the Lunar army threw against them, including the Crimson Bat. Your parent was killed in battle fighting the Lunar Army in the Heortland Campaign. Gain Hate (Lunar Empire). Your History An adventurer aged 21 in 1625 would have come of age in 1622. Year 1622 The Red Emperor appointed Tatius the Bright as the Lunar governor-general of Dragon Pass, replacing Fazzur Wideread. King Broyan reemerged, and his Hendriking tribe rose in rebellion, joined by many volunteers. Hordes of scorpion men emerged from Larnste's Footprint, serving the Chaos demigoddess called the Queen of Jab. The Great Winter continued until the Battle of the Auroch Hills, when Broyan's rebel army ambushed and defeated the Lunar army by partially reviving Orlanth and Ernalda. The pro-Lunar queen of Esrolia was overthrown in a coup, and a civil war erupted in that land. You fought in the Civil War in Esrolia. You barely survived an assassination by Old Earth Alliance partisans. Gain Hate (Esrolia). Year 1623 The new Esrolian queen gained a new ally when King Broyan and his ragged army of volunteers arrived and defeated the Grazeland Horse Army (the Feathered Horse Queen was killed soon after by her own bodyguards). The Lunar Army arrived in Esrolia and besieged Queen Samastina and King Broyan in Nochet. In the north, a gigantic swarm of trolls, trollkin, insects, and darkness creatures crossed Dragon Pass en route to the Castle of Lead. You survived the Siege of Nochet. Gain Battle +5%. Year 1624 A new planet (called the Boat Planet) appeared in the Sky, prophesizing doom and change. Harrek the Berserk and his Wolf Pirates arrived in the Holy Country after circumnavigating the world. They allied with Queen Samastina and King Broyan, and routed the Lunar Army at the Battle of Pennel Ford. During the battle, Orlanth was freed from the Underworld, and the constellation called Orlanth's Ring appeared with additional stars and quickly rose to the top of the sky. After the battle, Harrek's companion Argrath, a Sartarite from New Pavis, travelled with a small group of followers to the border of Sartar and Prax and summoned the Praxian demigod Jaldon Goldentooth to recognize him as the White Bull. That winter, Harrek and Broyan sacked the City of Wonders. That same winter, Humakti killed the Lunar client, King Temertain of Boldhome. You fought with great glory at the Battle of Pennel Ford. Gain Honor Passion, or Devotion (deity), Battle +10%, and +2% Reputation. You aided Harrek the Berserk in sacking the City of Wonders. You stole an awakened small animal (SIZ 2 or less, such as a cat, a lizard, a bird, etc.) with 14 INT and 6 POW. Otherwise, it is normal for its species. The animal knows 3 points of spirit magic of your choice. It can speak the adventurer's language and serves as a loyal companion, but is otherwise independent.. Stats: Strength: 18 (90%) Constitution: 12 (60%) Size: 12 (60%) Dexterity: 15 (75%) Intelligence: 14 (70%) Power: 13 (65%) Charisma: 12 (60%) Derived Stats: Magic Points: 13 Spirit Damage: 1D6+1 DEX Strike Rank: 2 SIZ Strike Rank: 2 Damage Bonus: +1D4 Hit Points: 12 Healing Rate: 2 Movement: Ground: 8 Passions & Reputations: Loyalty (Sartar) 60% Hate (Ducks) 60% Love (Family) 60% Loyalty (Clan) 70% Loyalty (Tribe) 60% Hate (Lunar Empire) 70% Honor 70% Reputation 5% Hate (Esrolia) 60% Devotion (Orlanth) 60% **Cults: Orlanth Adventurous - Initiate - Rune Points: 3 Elemental Runes: Earth 40% Fire/Sky 20% Air 85% Power Runes: Harmony 60% Beast 90% Death 50% Truth 50% Disorder 40% Illusion 50% Man 10% Movement 85% Fertility 50% Stasis 15% Condition Runes: Skills: **Agility (+10%)** Boat 15% Climb 50% Dodge 40% Drive (Chariot) 15% Jump 55% Ride (Horse) 15% Ride (Horse) 15% Swim 25% **Communication (+0%)** Act 5% Art 5% Bargain 5% Charm 15% Dance 15% Disguise 5% Fast Talk 5% Intimidate 15% Intrigue 5% Orate 30% Sing 30% Speak (Stormspeech) 20% Speak (Tradetalk) 10% **Knowledge (+5%)** Animal Lore 50% Battle 35% Celestial Lore 10% Elder Race Lore (Elves) 10% Evaluate 15% Farm 35% First Aid 15% Game 20% Herd 20% Homeland Lore (Local) 35% Manage Household 15% Mineral Lore 10% Peaceful Cut 15% Plant Lore 10% Survival 20% Treat Disease 10% Treat Poison 10% **Magic (+5%)** Meditate 10% Prepare Corpse 15% Spirit Combat 40% **Manipulation (+15%)** Conceal 40% Craft (Arms) 25% Devise 20% Play Instrument 20% Sleight 25% **Perception (+5%)** Insight (Species) 25% Listen 40% Scan 65% Search 30% Track 65% **Stealth (+10%)** Hide 55% Move Quietly 20% **Melee (+15%)** 1H Axe 25% 1H Hammer 25% 1H Mace 30% 1H Spear 75% 2H Axe 20% 2H Hammer 20% 2H Mace 25% 2H Spear 30% Battle Axe 35% Broadsword 40% Dagger 40% Fist 40% Grapple 40% Greatsword 20% Kick 30% Kopis 25% Lance 20% Pike 30% Quarterstaff 30% Rapier 20% Shortsword 35% Whip 20% **Ranged (+15%)** Arbalest 25% Axe, Throwing 25% Composite Bow 70% Crossbows 40% Dagger, Throwing 20% Elf Bow 20% Javelin 35% Pole Lasso 20% Rock 30% Self Bow 20% Sling 20% Staff Sling 25% Throwing Dagger 25% Thrown Axe 25% **Shield (+15%)** Large Shield 40% Medium Shield 45% Small Shield 30% Spirit Magic: Heal (1pts) Farsee (1pts) Bladesharp (Arrows) (1pts) Bladesharp (Arrows) (1pts) Rune Spells: Increase/Decrease Wind (1pts) Wind Warp (1pts) Dismiss Elemental (1pts) Melee Attacks: Kopis 35% 1D8+1+1D4 SR 6 12/12 HP Medium Shield 45% 1D4+1D4 SR 7 12/12 HP 1H Short Spear 75% 1D6+1+1D4 SR 6 10/10 HP Ranged Attacks: Composite Bow 70% 1D8+1 SR 2 7/7 HP Rng 100 Hit Locations: (19-20) - Head Armor: 3 4/4 HP (16-18) - L Arm Armor: 3 3/3 HP (13-15) - R Arm Armor: 3 3/3 HP (12) - Chest Armor: 3 5/5 HP (9-11) - Abdomen Armor: 3 4/4 HP (5-8) - L Leg Armor: 3 4/4 HP (1-4) - R Leg Armor: 3 4/4 HP Equipment: Cultural Weapons Hunting animal Snares Furs worth 120 L Slink the Awakened Ferret 🐾 Species: Ferret SIZ: 2 (tiny, can hide in a pouch or dart into tunnels) INT: 14 (sharper than many humans!) POW: 6 (small spirit, modest magical strength) Other Stats: As a normal ferret — very high DEX, low STR/CON, excellent Hide, Sneak, and Track by scent. Speech: Speaks Kallad’s language (probably Heortling/Sartarite). His voice might be a sharp, chittery tone, quick and mischievous. Spirit Magic (3 points, chosen): Here are three that fit his role as hunter’s companion and trickster helper: Detect Enemies — sharp senses, warns Kallad of ambush. Mobility — boosts speed, letting him dart in and out of trouble. Glue — mischievous trickster spell, perfect for a ferret (snaring foes, messing with pursuers, or comedic troublemaking).
** Kallad, son of Harnrik ** Runes: Beast Air Movement Homeland: Sartar, Occupation: Hunter, Initiate of Cult: Orlanth Adventurous STR: 18, CON: 12, SIZ: 12, DEX: 15, INT: 14, POW: 13, CHA: 12, Derived Stats: Damage Bonus: +1D4, Hit Points: 12, Magic Points: 13, Movement- Ground: 8, HP: -1 0 1 2 3 4 5 6 7 8 9 10 11 12 Passions: Hate (Lunar Empire) 70%, Honor 70%, Reputation 5%, Hate (Esrolia) 60%, Devotion (Orlanth) 60%, Loyalty (Sartar) 60%, Hate (Ducks) 60%, Love (Family) 60%, Loyalty (Clan) 70%, Loyalty (Tribe) 60%, Cults: Orlanth Adventurous - Initiate - Rune Points: 3 Runes: Air 85%, Earth 40%, Fire/Sky 20%, Movement 85%, Fertility 50%, Stasis 15%, Harmony 60%, Beast 90%, Death 50%, Truth 50%, Disorder 40%, Illusion 50%, Man 10%, Skills: 1H Spear 75%, Composite Bow 70%, Scan 65%, Track 65%, Jump 55%, Hide 55%, Climb 50%, Animal Lore 50%, Medium Shield 45%, Dagger 40%, Fist 40%, Spirit Combat 40%, Grapple 40%, Dodge 40% Spirit Magic: Bladesharp (Arrows) (1pts), Bladesharp (Arrows) (1pts), Heal (1pts), Farsee (1pts) Rune Spells: Increase/Decrease Wind (1pts), Wind Warp (1pts), Dismiss Elemental (1pts) Attacks: Kopis 35% 1D8+1+1D4 SR 6 12/12 HP Medium Shield 45% 1D4+1D4 SR 7 12/12 HP 1H Short Spear 75% 1D6+1+1D4 SR 6 10/10 HP Composite Bow 70% 1D8+1 SR 2 7/7 HP Rng 100 Hit Locations: (19-20) - Head Armor: 3 4/4 HP (16-18) - L Arm Armor: 3 3/3 HP (13-15) - R Arm Armor: 3 3/3 HP (12) - Chest Armor: 3 5/5 HP (9-11) - Abdomen Armor: 3 4/4 HP (5-8) - L Leg Armor: 3 4/4 HP (1-4) - R Leg Armor: 3 4/4 HP Equipment: Cultural Weapons, Hunting animal, Snares, Furs worth 120 L, Slink the Awakened Ferret 🐾 Species: Ferret SIZ: 2 (tiny, can hide in a pouch or dart into tunnels) INT: 14 (sharper than many humans!) POW: 6 (small spirit, modest magical strength) Other Stats: As a normal ferret — very high DEX, low STR/CON, excellent Hide, Sneak, and Track by scent. Speech: Speaks Kallad’s language (probably Heortling/Sartarite). His voice might be a sharp, chittery tone, quick and mischievous. Spirit Magic (3 points, chosen): Here are three that fit his role as hunter’s companion and trickster helper: Detect Enemies — sharp senses, warns Kallad of ambush. Mobility — boosts speed, letting him dart in and out of trouble. Glue — mischievous trickster spell, perfect for a ferret (snaring foes, messing with pursuers, or comedic troublemaking).,