Tolliver Trask (Human Mercenary Warrior)

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Tolliver Trask
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Tolliver Trask (Human Mercenary Warrior)

Post by Tolliver Trask »

Player Name: John
Google Hangouts: GarrisonBurne

Character Name: Tolliver Trask
Alias: Sarge, Bastard, Old One-Eye, The Deadman, Tek gözlü kurt.
Race: Human (Eastern)
O.C.C.: Mercenary Warrior
Alignment: Unprincipled
XP Level: 7
XP Points: 39,347 (Updated end of Quad 2 2020 by MoD)
Next Level @ XP: 45,001
Racial Hostilities: Orcs, Goblins, and Hob-goblins
Sentiments/Western Empire: Those pansy milk drinkers wouldn't know a fight if you drew them a map and plotted their course for them.
Sentiments/Dominion of Man: Too many roads lead to Utu, but still they pay for my services.
Disposition: Complainer; constantly aggravated about something.
Insanity: Obsession: Death
Tolliver would seem to have an disinterest in the very threat of Death. Trask doesn't fear death because he knows that Utu doesn't seek his soul until his 99th year. Tolliver isn't stupid to believe that he's unkillable, he just aware that if he keep up with his prayers to Lord Utu, and continue sending souls to him in his place, that Utu will continue being pleased.

I.Q.: 13
M.E.: 19
M.A.: 11
P.S.: 23
P.P.: 24
P.E.: 19
P.B.: 13 (F&G)
Speed: 24 (Movement: 360' per Melee, 51' per action)

P.P.E.: 10
I.S.P.: 44
H.P.: 49
S.D.C.: 71
Age: 50 (Birth Date: 4/18/295)
Sex: Male
Height: 6'3"
Weight: 210 lbs
Description: Short white hair and a tired mustache cover the face of a man who has seen all of the bad roads the Eastern Empires can offer. The left side of his face and left ear are covered by hundreds of scars, resulting in one milky white eye paired with a watery blue one. His clothes may have once been an official uniform, but have been patched and repaired so many times that one would be hard pressed to guess what nation they were from. Everything about this man's style screams of a lifetime of warfare, trudging from one forgotten battlefield to another working to kill for the coin of uncaring masters.

Natural Abilities
Perception Bonus: 65% (+3%)
Charm/Impress: 20%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 84 lbs
Max. Carrying Weight: 360
Max. Lifting Weight: 720
Max. Jumping Ability: 9' length, 4.5' height.

Special Abilities
Ambidextrous: Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills.
Lucky SOB (F&G): +3 to all Saves.
Trademark Weapon: (W.P. Sword) Add a +2 bonus to Strike, Parry, and Damage

Minor Sensitive
Bio-Regeneration (6 I.S.P.)
Range: Self, Duration: Permanent, Saving Throw: None.
The ability to mentally heal oneself of disease, poison, or physical damage. Unfortunately, this ability is limited to the healing of oneself and cannot help others. The process requires one full minute of concentration, meaning the psychic cannot use any other psionic power during that time. Bio-regeneration does not restore missing limbs, but does restore 2D6 hit points, or 3D6 S.D.C. points per melee round. In addition, when cuts and scrapes are healed through bio-regeneration, there is NO scarring. The psionic can regenerate as often as once every other minute.
Nightvision (4 I.S.P.)
Range: Self, visual range about 600 feet Duration: 10 minutes per level of experience.
The psionic can adjust his visual capabilities through a form of biomanipulation. The eyes are made to become much more light sensitive and basically work on the same principles of mechanical light amplification. The eyes simply amplify existing light, such as candlelight, star and moonlight, to see clearly. There must be some source of light to see (cannot see in total darkness).
Note: If suddenly exposed to light brighter than a single candle, the psychic will be temporarily blinded for 3D4 melee rounds. The nightvision power can also be used to change one's vision to polarized sight; reducing glare as would a pair of polarized sunglasses.
Sixth Sense (0; F&G)
Range: 90 feet (27.4 m) Duration: Until the danger passes or happens. Saving Throw: None
This power gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 ft/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril, or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P., the sixth sense is temporarily rendered inoperative.
Bonuses: +6 on initiative roll, +2 to parry, +3 to dodge, The character cannot be surprised by a sneak attack from behind.
See the Invisible (4)
Range: 120 ft distance. Duration: One minute per each level of experience., Saving Throw: None
The character can see forces, objects and creatures which can turn, have been turned, or are naturally invisible. Even if the creature has no physical form, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities and the astral form.
Sense Evil (2)
Range: 140 foot (42.7 m) radius. Duration: Two minutes (8 melees) per level of experience. Saving Throw: None
This psi-power is a much more refined ability to feel the presence of evil. All supernatural creatures radiate their alignment, good or evil. A psychic sensitive will automatically feel supernatural evil without spending a single I.S.P. However, to get a clearer picture of the evil force(s), the character must open himself and use the sense evil ability. The sense evil psi-power will indicate the general number of supernatural evil: one, a few (2-6), several (7-14), or many (15 or more). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object or person. It can also indicate distance; i.e. very near (within 15 ft), near (within 50 ft), or far (60 to 140 ft). The character can track the source of supernatural evil, like a bloodhound, by sensing how close it is to him; the stronger the sensation, the closer the creature. Evil emanations from human beings are much less distinct and cannot be felt unless the source/person has an immediate evil intention, is incredibly evil, is psychotic, or possesses psychic powers (the latter amplifies the evil aura). A mind block will prevent sensing an evil alignment and mask evil intentions.
See Aura (6 I.S.P.)
Range: 60 feet (18.3 m) and must be visible. Duration: 2 melees (30 seconds), Saving Throw: None, but a mind block will hide the presence of psychic abilities, the amount of P.P.E., and possession by a supernatural force.
All things, organic and inorganic, have an aura. The aura has many distinctions and can be used to see or sense things invisible to the human eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what or power level).
• The presence of psychic abilities.
• High or low base P.P.E.
• Healthy or sick.
• The presence of a possessing entity.
• The presence of an unusual aberration which indicates a serious illness, nonhuman, mutant, or supernatural being in disguise, but does not specify which.
Note: Cannot tell one's alignment from see aura.
Presence Sense (4)
Range: 120 foot diameter. Duration: 2 minutes (8 melees) per level. Saving Throw: None
Presence sense is a sixth sense which will alert the character to the presence of supernatural and magic creatures in the area. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50 ft/15.2 m) or far (beyond 90 ft). It will also give the character a vague idea of how many presences there are; one (1 or 2), a few (3 to 6), several (7 to 14), or many (15 or more). The psychic will also be able to tell if one or more of the presences are incredibly powerful — applicable only to demon and deevil lords, greater elementals and gods.
The psychic can sense the presence of humans and animals too, but with much less accuracy. Typically, the sensation is one of, "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one, two or many (and that is only right 50% of the time).

O.C.C. Skills
Climb/Scale Walls 85%/80% (+5%)
Athletics (General)
Language: Eastern 98%
Language: Gobbely 70% (+5%)
Language: Northern 70% (+5%)
Wilderness Survival 70% (+5%)
W.P. Shield
W.P. Sword
W.P. Archery
W.P. Blunt

O.C.C. Related Skills
Field Armorer 65% (+5%)
Recognize Weapon Quality 60% (+5%)
Prowl 55% (+5%)
Swimming 75% (+5%)
Literacy: Eastern 70% (+5%)
Mathematics: Basic 75% (+5%)
Lore Religion 65% (+5%)
Land Navigation 46% (+4%)
Bartering 34% (+4%)
[EP] Anthropology 25% (+5%)
[EP] Find Contraband 30% (+4%)
[EP] Streetwise 24% (+4%)

Secondary Skills
W.P. Knife
Cook 60% (+5%)
Detect Ambush 60% (+5%)
Detect Concealment & Traps 55% (+5%)
First Aid 40% (+5%; 3rd level)
Horsemanship: General +20% due to F&G
  • Ride, Care, & Recognize Breed 65% (+5%)
    Breed, Jumping, & Racing 50% (+5%)
[EP] Sculpting & Whittling 35% (+5%)
[EP] Play Musical Instrument (Stringed) 30% (+5%)
[EP] Appraise Goods 35% (5%)
[EP] Lore: Magic
  • (General Knowledge: 30% (5%); Recog. Magic Circles, Runes, etc: 20% (5%); Recognize Enchantment 15% (5%)
[EP] Research 35% (5%)

Combat Data
HTH Type: Expert (1 Level Higher; F&G)
Number of Attacks: 7
Initiative Bonus: +5 F&G: +3, +1 Red Brigade Bonus.
Strike Bonus: +7
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Other: Kick (2D4), Karate Punch (1D6), Karate Kick (2D6), Jump Kick (3D6x2), Backwards Sweep (No Damage; Lose initiative and 1 attack), Critical 18-20, W.P. Paired weapons, Backhand Strike (1D4), Body Flip/Throw (1d6; Lose initiative and 1 attack)

HTH Type: Horsemanship: General
Number of Attacks: 7
Initiative Bonus: +5 F&G: +3, +1 Red Brigade Bonus.
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +8+1d4
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Charge Attack: +1D6 Damage w/ lance, polearm, or Spear.
Horse Attack: varies by horse.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Shield (+1 to strike, +3 to parry)
W.P. Sword w/ Fencing & Trademark Weapon (+5 to strike, +6 to parry, +1 to strike when thrown, +1D6+2 to damage)
W.P. Archery (+4 to strike, +1 to parry, +1 to disarm, ROF: as attacks, +50% range)
W.P. Blunt (+3 to strike, +3 to parry, +1 to Strike when Thrown)
W.P. Knife w/ Fencing (+4 to strike, +4 to parry, +3 to strike when thrown)
W.P. Paired Weapons

Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +5 +3 Lucky S.O.B. Bonus.
Lethal Poison (14+): +5 +3 Lucky S.O.B. Bonus.
Non-Lethal Poison (16+): +5 +3 Lucky S.O.B. Bonus.
Insanity (12+): +5 +3 Lucky S.O.B. Bonus.
Psionics (14+): +5 +3 Lucky S.O.B. Bonus.
Horror Factor (varies): +6 +3 Lucky S.O.B. Bonus.
All other Saves: +3 +3 Lucky S.O.B. Bonus.
Last edited by Tolliver Trask on Sun Sep 02, 2018 9:24 pm, edited 6 times in total.
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Tolliver Trask
Group Leader
Posts: 185
Joined: Tue Jun 06, 2017 5:54 pm

Tolliver Trask's Equipment

Post by Tolliver Trask »



Carried/In Hand
Kobold Lucerne Hammer

Worn on Person
Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
Suicide Kings Badge (Small brass collar pin)
Belimar's Leather
Gauntlets of Deflection
Heavy Crossbow On a Sling
Dwarven Longsword Baldric & Sheath
Tower Shield of the Hex Strapped to Back

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Tinderbox
• Attachment: Tobacco Pouch: Finest Tobacco from Lopan (4 oz), Tobacco pipe (Cheap wood)
• Attachment: Bolt Case: 24 Crossbow Bolts
• Attachment: Waterskin

Leather Knife Bandoleer
Worn over shoulder and across the waist that can hold up the 8 small knives in the front and 2 reachable knives in the back; 1 on top and 1 on the bottom.
• Sheath 1: Throwing Knife
• Sheath 2: Throwing Knife
• Sheath 3: Throwing Knife
• Sheath 4: Dwarven Throwing Knife
• Sheath 5: Dwarven Throwing Knife
• Sheath 6: Kobold Dagger
• Sheath 7: Dwarven Dagger
• Sheath 8: Dwarven Dagger
• Back Sheath 1: Dwarven Cinquedea
• Back Sheath 2: Whisper

Dimensional Bag
Uncommon Enchanted Satchel
• Effect: Dimensional Pocket (8.0 Years, 60lbs Max Weight)
• Weight: 2.0 lbs.
• Modifiers: Ley-Line Crafted
Source: BoM pg.247
• Folio: Contains important papers like identification and bank notes.
• Bedroll
• Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
• 2 large sacks
• 2 small sacks
• 2x Healing (superior): 2D6 hit points or 4D6 S.D.C. are restored.
• Spare Cap
• Spare Pair of gloves
• Coin Purse: 1,026 gold (Ya-Blik 05.20.2021)
• Coin Purse: 4,332 gold (Consumer 04/27/2020)
• Tobacco Pouch: Finest Tobacco from Lopan (12 oz)
• 3 Sets of Hand Manacles w/ Locks.
• 3 Sets of Leg Manacles w/ Locks.
• Half full bottle of Whiskey.

Stored on Garrick
Wood Cask (9/10 Gallons; Beer)
Wood Cask (8/10 Gallons; Water)

Small wood Trunk
• Earthenware Cup/Mug
• Earthenware Bowel
• Metal Pot
• Kettle
• 6 Pints Cooking Oil
• 32 Chicken Eggs
• 1 Pint of Honey
• 3 lbs Salt (Fine)
• 1 lbs Pepper

Small wood Trunk
• 10 lbs Salted Pork
• 9 lbs Canned Vegetables
• 9.5 lbs Smoked Sausage
• 9.5 lbs Cheese
• 2 lbs Lard
• 9.5 lbs Flour
• 9.5 lbs Oatmeal

• 90 lbs Oats (Livestock Feed)

Leather Handle Bag
• 2 Books (Paper, Glued, 100 sheets)
• 2 Ink Black (6 oz each)
• Charcoal (Dozen Sticks)
• Wood Cutting Tools (Fine)

Small Metal Box w/ Lock
• 3 Pints Rum
Belimar's Leather

Strapped to Pack Saddle
• Leika
• 80 feet Rope
Stonewood Long Staff

Link to his room/storage
Link to his bank account

Gear Stats
Janissary Brigandine Load Bearing Armor (Patron Item)
  • A.R.: 11
  • S.D.C.: 95

  • 8 attachment points
  • Weight: 10 lbs.

Magic Features:
  • Magic S.D.C.: cannot be repaired except by magic and cannot be used on cloth fabrics.
  • Lightweight: Half normal weight. Reduce all penalties because of armor encumbrance by half.

Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Rift Cards (Patron Item)
Unique Enchanted Card Set
S.D.C.: 5 per card, 50 for the card box
Description: This is a set of six ancient-looking, wooden playing cards carried within an ornately decorated, wooden card box. One side of a card is blank. The other side of that same card is covered in finely painted swirling vortices which form an intricate, mystical, hexagonal pattern.
Magic Features:
  • Each card is blank when acquired. When the owner taps a card, a fixed image is depicted on that card which shows the location as it is at the time the card was tapped.
  • Once a card has been imaged to a location, that location is forever fixed on the card.
  • Tapping that card in the future will create a man-sized elliptical portal which will convey anyone or anything unerringly to the location pictured even if it's in another dimension.

Card Locations
  • Card One:
  • Card Two:
  • Card Three:
  • Card Four:
  • Card Five:
  • Card Six:

Portal Duration: 15 seconds
Card Recharge: An individual card's magic limits its use to once per thirty days.
Curse: None
History: Very little is known about these incredibly precious artifacts. Legends on some world have it that crafty wizard (or scientist in some tales) named Ar Tau-Ul devised these as a means by which to escape his harridan of a wife. If the legends are to be believed, risking one's life and very soul through interdimensional travel via arcane magicks was preferable to her company!

Dwarven Longsword
• Damage: 2d6+3
• Modifiers: +1 to strike & parry
• Note: received from Clan Chief Runark Goldenbeard 15 years ago (Yr:330) for services rendered in the liberation of Northholme. Made from Pale Iron

Heavy Crossbow
• Range: 600'
• Damage: 2d6
• Modifiers:

Throwing Knife (3)
• Damage: 1d4
• Range: 40'

Dwarven Throwing Knife (2)
• Damage: 1d4+2
• Range: 40'

Dwarven Dagger (2)
• Damage: 1D6+1
• Modifiers:

Kobold Dagger
• Damage: 1D6
• Modifiers: +1 to strike & parry

Dwarven Cinquedea
• Damage: 1D6+4
• Modifiers: +1 to strike

Uncommon Enchanted Dagger
• Damage: 1D6
• Modifiers: Armor Piercing (bypasses A.R)

Kobold Lucerne Hammer
• Damage: 3D6+2
• Modifiers: 2-handed

Stonewood Long Staff
  • Range: Close Combat
  • Damage: 4D4
  • Weight: 14 lbs.
  • Features: Stonewood, 6' in length, 100 S.D.C.
  • Modifiers: P.S. 22 or less: -3 to strike, -3 to parry
  • Book Reference: p.59, PFRPG WB13

Belimar's Leather
Rare Enchanted Soft Leather Armor
A.R.: 10
S.D.C.: 20
Weight: 8 lbs.
Modifiers: None
Magic Features
  • Invisibility: Only the wearer or those who can see the invisible can see the armor.
  • Spell Ability (3x daily): Breathe Without Air

Curse: None
History: Belimar was an incredibly prolific human alchemist and smith whose ability to scale his own efforts has never been duplicated.

Rare Enchanted Kettle Hat
S.D.C.: 25
Magic Features
• Wearer is resistant to Cold
• When used as a pot, water and anything at all edible will result in a delicious and nourishing soup once brought to a boil.

Tower Shield of the Hex
Rare Enchanted Large Wood & Metal Plated Shield
Damage: 3D4 from a shield bash
Magic Features
  • Indestructible: Cannot be destroyed by any means, save alchemy.
  • Additional Damage: One die of damage is added to the weapon's normal damage.

Curse: None
History: Gifted to Tolliver Trask from Clan Chief Runark Goldenbeard in the year 330 for services rendered in the liberation of Northholme. Made from yellow wood and pale iron.

Gauntlets of Deflection
Rare Enchanted Gauntlets
• S.D.C.: 50 each
• Wearer can cast the spell Deflect up to 3 times per day as though a 5th level mage
• Both gauntlets must be worn to receive the protections imparted

Wand of Sustain
Crafted Magic Item
Creation Cost: 280 PPE
Magic Features
  • Sustain (4 Days, (2hrs Sleep, No Food or Drink needed), BOM Pg 109)
  • (Non-Casters can only use for 1/2 Effect)
  • Casting Frequency: 6x Daily
  • Spell Strength: 4th Level

Curse: None
History: Created by Tyral Osarelar from a wooden spoon

Llornese King Mule
Alignment: Aberrant
I.Q.: 9*
P.S.: 30 (carry 600 lbs; pull 2 tons)
P.E.: 24
P.B.: 2
Speed: 35
Physical Data
S.D.C.: 48
H.P.: 29
P.P.E.: 10
Dimensions: 56” tall; 1200 lbs
Age: 20
Average Life Span: 12
Natural Abilities
Nightvision 60’
Leap 6’ by 12’
Combat Data
+3 to strike; +4 to dodge
Front kick: 2d6+15; back kick: 4d6+15; bite: 1d8
Saving Throw Bonuses
+8 vs Horror Factor
+10 vs poison and disease
Skill Equivalents
Swim 60%
Sense of Balance 88%
Sense of Direction 68%
• Note: purchased 18 years ago; still not dead.
Last edited by Tolliver Trask on Sun Sep 02, 2018 9:29 pm, edited 4 times in total.
User avatar
Tolliver Trask
Group Leader
Posts: 185
Joined: Tue Jun 06, 2017 5:54 pm

Tolliver Trask's Background

Post by Tolliver Trask »


Book wrote:Water drips from the rim of his wide-brimmed helmet, his tired body rests along the foot rack of the trench wall. A spear rest casually across his left shoulder. The soldier shrugs his soaked oilskin cloak a bit tighter around his shoulders. His face stays shrouded in shadow save for the soft glow from his smoking pipe. Other soldiers do the same, but they appear more alive and vibrant then the ghost of a man before us. If one were to peer between the layers of reality, one may even say that the harbingers of death hold their bony arms around his tired shoulders. In the distance dogs can be heard barking and the soft creak of soaked armor can be heard mingled among the quiet talking of the soldiers around. To them they are boys playing at war, to him he is a master of it's craft and has become tired of it. But how does one stray from a life such as this, the answer is simple, you don't. The wide-brimmed helmet shifts as the man's gaze lifts up ever so slightly, a single milky eye can be seen and it flashes in recognition. "To arms the dogs are upon us." The man yells, and the boys stop being boys, they are soldiers now and they know their leader has spoken truth.

~Excerpt of the final days of the Milligan line, contested land in the domain of man over run by Wolfen rangers.
Tolliver Trask may be called a great many things, but a coward isn't one of them. He has seen fighting in all of the major skirmishes in the past thirty years. Born to simple farmer stock, Tolliver strove to have a better life and joined up with a lords army, fighting for his masters lands. It was in these early fights that he cut his teeth on Orc and Goblin tribals who were raiding the countryside. Trask proved competent in his duties and rose to minor commanding ranks, leading the lesser men into battles. Trask moved from one liege to another fighting in border skirmishes across the Domain of Man. He made a name for himself, give him your rabble and they would be veterans by seasons end. Those that have hired the grizzled mercenary have noticed the man has an uncanny knack to know when there are ambushes and attacks about to happen, as well as seemingly unaffected by invisible creatures.

Trask has few claims to fame, but one keeps getting him hired, over and over again. Trask was and is a member of Red Brigade, one of the most powerful mercenary organizations in the Domain of Man and possibly the world. It was shortly after Trask decided to stop jumping from one minor nobles army to another that he joined the Red Brigade and that was over twenty-five years ago. They say something about mercenaries either you live or you die, but mercenaries say this about mercenaries, either the life gets to you in one manner or another or you live long enough to become scary. Trask is the survivor of a hand, (a mercenary squad) known as the Deadmen. Even among Red Brigade they are spoken about in hushed terms. The suicide kings, mercenaries so obsessed with death that they'll take the hardest missions and sometime come out on the other side. They would protect the unprotectable, raid the unraidable, and storm the unstormable. To have survived even this says a lot about Trask, either he really is as good as people think or maybe Death doesn't want him.

In the years of Trask's work, he has been mauled by vicious creatures and men leaving him with a rather scarred face and useless left eye. The old man swears he still sees trouble through the milky orb, whether true or not is up to debate or interpretation. In recent years Trask has been fighting in the border skirmishes that have accompanied the fighting between the eats and the Wolfen. He finds the Wolfen to be far more interesting then the goblins of his youth. Though now his contract has run it's course and he spends some time recuperating in Llorn. Some may ask about Trask's religious beliefs and all he'll usually answer with is he respects death. This is fairly close to the point as he makes his prayers to Utu lord of the dead, in hopes that he will be looked at favorably when he passes finally from the harsh world.

Note: Obsession: Death.
Tolliver would seem to have an disinterest in the very threat of Death. Trask doesn't fear death because he knows that Utu doesn't seek his soul until his 99th year. Tolliver isn't stupid to believe that he's unkillable, he just aware that if he keep up with his prayers to Lord Utu, and continue sending souls to him in his place, that Utu will continue being pleased.

Powerful Contact: Danzi
Forgotten Tales wrote:Trask of the Danzi

It was several years into his contract with the Red Brigade that Tolliver Trask got involved with the Danzi. The much younger Trask was tasked to help outlying homesteaders in their battles with the Wolfen in the disputed lands. The squad sent was young and eager, but also woefully unprepared for the amount of Wolfen that would be involved in the operation.During one of the early attacks a majority of the Red Brigade mercenaries were slain and young Trask was left sorely wounded. It was here bleeding to death in an unfamiliar forest that Trask was found by a wandering Danzi hunter. This hunter was named Sani and he was a strange man even among his own people.

When Trask awoke next he was alone in a strange tent, wrapped in bandages and bear skins. ”I see you have awoken young wolf.” Comes an old wizened voice from a dark corner of the tent. The Ancient Danzi’s face suddenly becoming visible in the light of a burning pipe. Trask could barely see the Danzi elder because one of his eyes was bandaged over very tightly. ”Who are you?” Croaked Trask. ”I am Muata Shaman of the Dunne-Za Shabet of Clan E'Dehko. You were found by Sani one of our Shabet’s hunters. You were close to being claimed by the lords of death.” Says the old Danzi as he fades from view in his darkened corner.

Several days passed, but Trask didn’t really notice as he kept fading in and out of consciousness. When Trask finally came to, he again found himself in company, this time though it was a younger male and female Danzi in the tent and they appeared to be arguing about something in their native tongue. ”Water…” Trask rasped out, which caused the two of them to stop arguing and look over to the human lying on the floor. A quick nod from the female to the male set about getting Trask the water he needed. ”Who are you?” Asks the female Danzi, her voice betraying her middling years. ”Corporal Trask of the Red Brigade out of Llorn, ma’am.” Trask answers weakly. ”Why are you in our lands Cor-po-ral Trask?” She asks poignantly. ”I was ordered to help protect homesteaders on the northern reaches of the domains of man. My group was attacked by Wolfen and Coyles. I don’t know how many survived… if any.” The Danzi duo responded in unison ”Udlu-Set!” The woman looks to the male and he rushes out of the tent. ”Muata, see to this man’s needs I will need to speak to him in the future.”

Several more days passed and Trask’s strength returned. Trask had been questioned by the two Danzi regularly, eventually finding out that they were the leaders of the Dunne-Za Shabet. Trask found the Danzi people to be an interesting race, they’re closeness to the land intrigued him. Trask learns on walks with Muata that the E'Dehko were still at war with the Udlu-Set or Wolfen as they called them. Further Trask learns that the Danzi planned a massive attack on the Wolfen. Late that night sitting quietly in Muata’s tent, the old Shaman whispers to himself in his native tongue. ”Why do you fight them?” Trask asks, bringing the ancient Danzi Shaman from his thoughts. Muata tells Trask the tale of a great battle between his people and the Wolfen, where tens of thousands were killed, in the end even the Wolfen were shocked by the death toll. Muata grimly continues by telling the young mercenary that even though some of the tribes have given peace, the E’Dehko Clan vowed in blood that they would kill all of the wolfen for their transgressions.

Trask approaches Shabet-tza Dyami the next morning and offers his sword to their cause. The war leader was surprised by the humans offer, but decided to accept his aid. It was from that point that Trask and the Danzi of Dunne-Za began a campaign of terror against the wolfen in the region. The Danzi were excellent stealth fighters, but Trask brought something they had been missing, unconventional tactics. The Danzi now were hitting the Wolfen where it hurt, supplies, training grounds, and their wealth. The Wolfen of the area were slowly and painfully whittled away until they were decimated in a final battle.

Shortly afterwards members of the Red Brigade found Trask, having been sent to investigate the fighting in the area. They were surprised to find the young mercenary still alive and even going so far as prospering. With a sadness, Trask said his goodbyes to the Danzi of Dunne-Za E’Dehko, and returned to the civilized lands of the eastern territories. Among the E’Dehko tribe tales are told of the one-eyed wolf, Tek gözlü kurt.

Buy the following weapons: Scythe, Bolas, & Grappling Hook
Learn the following Skills: Tracking (People), W.P. Targeting, W.P. Polearm, W.P. Grappling Hook, Rope Use.
Do/Continue the following goals: Gain accreditation as a Bounty Hunter, Continue doing Utu's work, Acquire a place to live/work, Accumulate more wealth.

Level Ups

XP Chart; Mercenary Warrior
Level 1: 0 - 1,900
Level 2: 1,901 - 3,800
Level 3: 3,801 - 7,600
Level 4: 7,601 - 12,000
Level 5: 12,001 - 20,000
Level 6: 20,001 - 30,000
Level 7: 30,001 - 45,000
Level 8: 45,001 - 55,000
Level 9: 55,001 - 75,000
Level 10: 75,001 - 110,000
Level 11: 110,001 - 140,000
Level 12: 140,001 - 180,000
Level 13: 180,001 - 240,000
Level 14: 240,001 - 300,000
Level 15: 300,001 - 350,000
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:32 am, edited 2 times in total.
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