Inquest Crusaders
Welcome
About the Barons Crusaders
Inquest Crusaders Homepage
Another Link
A Third Link
a Last Link
ANTIGONUS, Human Ranger (Deceased)

Antigonus is a tall, somewhat slender human, and his shoulders are very broad. He dresses in old black clothes, and wears a brown studded leather armor on them. The pommel of a dagger can often be seen sticking out of one of his brown boots. His bright red, curly long hair is always nicely tied behind his back, contrasting greatly with his white immaculate skin. His honey-brown eyes radiate a feeling of security and goodness that obviously attracts many friends. A huge, well-crafted sword hangs at his side.
His past is a mystery, and he has spoken to no one concerning any of his past exploits or background.

Unfortunately, Antigonus died at the hands of a trap which separated his head from his shoulders. His companions mourn his passing and vow revenge.


Artimus Whitesmith, Dwarven Thief

Artimus is the son of a lowly jeweler. His most remarkable feature is the patch over one eye. When the accident happened, his father refused to continue teaching him the jeweler's art. At first, he was disappointed; but, as luck would have it, he was apprenticed to a locksmith and found his niche. When he became a journeyman and had a little money saved, he traveled to the laboratory of Alboron, the famed metamorphologist, hoping to reclaim his eye. He entered into Alboron's service to pay for the expensive research and to keep himself fed until the wizard could find time to work on his condition, but Alboron was killed by a failed experiment that turned him into a monster. There is nothing Art loves more than a good pipe, and only when he speaks of his eye does his cheery demeanor dim.


Joseph, Human Ranger

Joseph is an 18-year-old Human standing 6 feet tall and weighing 160 lbs. Joseph has long brown hair and has green eyes. His clothing is nondescript, consisting of a brown shirt, pants and belt over which he wears Leather armor and a gray cloak. He wears soft brown leather boots and a hat. Around his neck, he wears and amulet bearing the engraving of a family crest. At his side he carries a long sword and dagger and on his back, a composite short bow and quiver with 20 arrows. He is determined to find out where he is from and will do anything that might aid in that search. Having spent the last twelve years in the forest in the company of only one person, Joseph is leery of new people and does not open up quickly, except to ask about the amulet and the meaning of its crest. But he is friendly around those he knows and trusts. Due to his living outdoors his entire life, Joseph has an extreme aversion to closed and tight areas. His claustrophobia affects him most when he feels helpless to defend himself and his friends, causing him to freeze occasionally in the most stressful of situations.

Although Joseph knows he was born to some kind of royalty, his pampered life ended at the age of six when the horses on his parents' carriage were spooked by a mountain lion and ran off a cliff near Dulchinan Pass. Joseph was found by a kind man--and an accomplished ranger--named Horgas, who raised him as his own and trained him in the arts of the wilderness?of hunting and woodsman skills like tracking and spying, even in the darkest of conditions. But Horgas was a hermit, and Joseph grew up without the refinery of civilization, instead learning the hills and forests near Eastern Leslorlen and Hadeshorn. When Joseph was old enough, Horgas told him about the accident and the carriage, and Joseph was angry that he had not been told sooner. Horgas then brought out a sack and dumped out its contents on the table. Within the sack were several items, including: a long sword and matching dagger, both in decorative scabbards; an amulet depicting a family crest; and a not insubstantial amount of coin. Horgas told Joseph that these things had come from the carriage and that they were now his. He also said that Joseph had learned all that he could teach him and now it was time to go to civilization and claim his rightful inheritance. Joseph protested, pleading with Horgas to let him stay, but his mentor insisted, telling him that he had a parting gift for his young apprentice. Removing a loose floorboard from under his sleeping roll, Horgas removed a bow and quiver of arrows and handed them to Joseph. The bow was intricately carved with scenes of the forest and animals. Horgas explained it was made by elven craftsmen many years ago, and that he had retrieved it from the lair of a hideous monster that he had rid the world of long before Joseph was born. Taking the items, Joseph bid a reluctant farewell and set off on his quest. As he searched in Faulbane for answers, he was sought out by the Baron's stewards, who had heard of his skills in the forest, and the Baron's Commissioner recruited him to join the Inquest Crusaders.


Kane, Human Monk

Kane is a human monk nearing thirty years old. He often wears a short beard and moustache, but his head is always shaved bald. Although powerfully strong, Kane's strength lie in his deep meditation and wisdom. Although silent and uncomfortable in social situations, Kane will assert himself when he believes his ideas and actions will help those around him. As a monk, Kane trained extensively in the martial arts and his fluid motions are hypnotizing, his bare-handed attacks lethal, and his almost acrobatic techniques incomparable.
Kane was raised a slave, and the numerous scars criss-crossing his back attest to many whippings. He never knew a family, never owned any possessions, and never knew a day without pain. He escaped as a teenage boy, fled to a monastery for refuge. The monks taught him their ways. Having already learned to hold his tongue, Kane fit in well and was a prodigy in many ways. Having reached his twenties, the monks told him he must leave the monastery and see the world, take goodness to others, and use his skills outside the monastery walls.
Unfortunately, Kane suffers from severe insomnia and nightmares from his traumatic childhood, often leaving him lethargic after particularly difficult nights. Also, some events in particular trigger severely paralyzing memories--post traumatic shock--that make him cringe in fear and run, or be paralyzed in place, unable to defend himself as he feels himself returning to his slave state once more. Kane-s crusade in life is to end slavery, and he will do whatever he can--go to any extent--to exterminate it from the face of Tienna.


Garanon (aka Kanteel, aka Gillimar) (Deceased)

Garanon is a human of unknown class. He has a deep, resonant voice that transfixes his audience. He keeps a detailed journal of all that happens around him and, he shows remarkable talent at fighting.
He has posed as his brother, Kanteel, a cleric, and as Gillimar, and has been affiliated with Kallad Shadowglen, Shae's father. He was killed trying to prevent Kallad's henchman from attacking the Baron's Crusaders.
When he was young, Kanteel's father and mother were killed by an orc raiding party that took all they had. They were poor farmers, but the monsters destroyed the livestock and burnt the cabin to the ground. Unfortunately, Kanteel was a child and still in the cabin at the time, hiding under the bed. The cabin burnt to embers around him and severely disfigured his face. Luckily, clerics from the nearby monastery saw the burning cabin and rushed to his rescue. Though it was too late for his parents, the clerics healed him--at least the pain and the wounds. The scars remain, and Kanteel keeps himself constantly cloaked so that his ugliness will not attract attention. The clerics raised him from the time he was young, and he joined their ranks when he was old enough. But his yearning for the outside world grew stronger, and he knew that he should return to pursue a career in the service of the Baron, as the Baron pays for the monastery. Garanon thus easily masked himself as his brother and hid a tattoo on his neck from authorities looking for him. He is wanted for treason under penalty of death.
He retains a deep and unholy feeling of vengeance on orcs. Although he could never explain such a deep passion for revenge to his elders, he thinks his duties in the service of the Baron will help him turn his deep resentment and hatred for the orcish tribes into action against their fiendish lot.


Murlon, Elf Mage (Deceased)

Murlon is a young elven mage. He has always been a quiet person except when something interesting to him appears. Sometimes he will go for hours without saying a word and then spout out a soliloquy. However, even though shy in encounters, Murlon occasionally becomes quite rash, jumping in impulsively in anger or taunting, sometimes ruining what could be a fortuitous relationship. He even seems a bit arrogant at times because of his superior intelligence, but once he catches himself, he can manage to suppress the attitude.

Murlon was raised by another elven mage and lived in his home village
for a long time before he decided to explore the outer world. Though young, from then on, Murlon has dedicated his life to traveling in the world, exploring places and learning the history and lore of all the places he visits. No one knows what his home village was, and Murlon is reluctant to reveal much else about his past.


Mykhail Goldchewers, Dwarf Fighter/Merchant

Mykhail of the GoldChewers Clan from the City of Windlatch: Trader of Rare Items and Various Services
Mykhail's family (as the name implies) is a wealthy merchant house. As a fourth son, he never had an opportunity to reach any important position within his family's business. That suited him fine, since he was always more interested in quick money, despite the dangers, than steady development on a long term. That turned him towards adventuring. Mykhail was raised outside usual dwarven surroundings, in the city of Windlatch, which somewhat altered his personality. He is often cool and is not easy to provoke (unlike most dwarves). He eats and drinks moderately. However, his dwarven nature comes out when he is attacked. He is fierce and merciless in combat. Also, he is intelligent and knows that there are things besides money, such as skill and reputation. He has a strong code of honor and he always makes honest deals. However, his definition of an honest deals doesn't necessary match that of authorities. He is prepared to work hard and risk his life, provided the price is right.


Shae Shadowglenn, Half-elf Druid

Standing at 5'9" and her stature amply female, Shae Shadowglenn could never be mistaken for a full-blooded elf. Long black hair, braided into rows, cascades over pointed ears that give show to her half-elven nature. Two unusual cat-like yellow eyes peer out from underneath her slight brow and a large tattoo of a Mountain Ash leaf dominates her right cheek somewhat marring what once would have been an extremely attractive woman. On her right bicep is a five inch, detailed outline of a baboon.

Shae wears a simple two-piece garment that has a utilitarian look. The bottom portion, a black leather skirt, reaches to just above her knees, with a large split up the out edges to give full range of movement. A tattoo of a briar vine coils its way up out of her left boot, around her calf and along her thigh. A black leather tunic covers her chest and arms with two business-like spears strapped to her back. Four daggers, their hilts made of what looks to be bone, are sheathed into a black leather belt which completes the ensemble.


Straite Houtten, Elf Mage

Straite is a young elven mage who is jovial and straightforward. He is quick to offer assistance to comrades and has little concern with money. Straite does not say much about his past, but it is obvious to all that he comes from a rich family and is not from Leslorlen. His disgust of dirty and unsanitary conditions, as well as his constant concern about his appearance, reveal as much. Straite's hobby is cooking. He collects rare spices to increase the quality of his cooking.
Straite has a strange fear of being buried alive. There are two reasons for this. For one, he has a terrible weakness, called narcolepsy, which is often triggered in extremely stressful situations. Without warning, he will fall into a sudden deep sleep, usually in life-or-death situations that get his adrenaline flowing the most. Second, when he was young, his father was buried. However, his bodily functions had just slowed down so much that everyone thought he was dead. As Straite got up to get himself some water in the middle of the night, he ran into his father, who was stumbling around like the walking dead. The experience frightened him so much that he now has a permanent white streak flowing through the center of his otherwise brown hair. The experience also made him extremely uneasy even speaking about the undead--which he jokingly calls the "living impaired"--much less considering encountering them.


Sir Ellid Floradine III, Human Paladin

Sir Floradine III desires to become a paladin as skillful as his father, who was personal guard to the Baron of Ushgard before his untimely death. He is meek, yet brave, powerful, yet merciful. His humility is unsurpassed, as he feels himself unworthy of the presence of his companions. He hopes to someday acquire a holy sword and fight evil with a war horse at his side, the horse he is bound to by fate.

When he was younger, other children called Sir Floradine "The Floor" because any who stood up against him in a fight would soon find themselves on the floor. He has a weakness of falling into a trance and going into a rage during some battles. He loses control in battle sometimes due to berserker blood which has passed from generation to generation. As a paladin, this uncontrollable rage causes his soul much torment, and he is continually praying to be free of the disease to fulfill his role as a paladin.

Sir Floradine feels that the gods are punishing him, and that he must rectify his wrongdoings. As a young knight, he was given command of a group of henchmen and a squire by his father, but his training was still incomplete. All of the men, and the squire, were killed by some northland bandits who had teamed up with mountain ogres for an ambush. He fled for his life and was the only survivor. He feels he should have remained to fight for his men. He is tormented by guilt because he fled, and the others with him did not have horses, so they could not escape. It was winter, and he was lost in the mountains for two weeks. After exhausting all of his food, and with his horse dying in the blizzard, he did the unthinkable. He slaughtered his own horse and out of starvation ate his horse. He was rescued several days later by a search party sent by his father. After that, he left his father's service and joined the ranks of the paladins.

Sir Floradine is unsurpassingly strong, and few have the charisma he displays. Unfortunately, he is often stumped by the simplest problems and passion rules his life more than wisdom or knowledge.



Antigonus


Artimus


Joseph


Kane


Kanteel (Whereabouts unknown)


Murlon (Deceased)


zy.com
Mykhail Goldchewers


Shae


Straite (Whereabouts unknown)


Sir Floradine

Trivia

Did you know...
The average family car could run for a year on the fuel a Formula 1 car uses in a single race?

When Frank Whittle invented the jet engine, the air force weren't interested - they said it could never replace the piston engine in aircraft.
©Your Copyright or sign-off line