John

Character Sketch:

John was born on a farm, yet always seemed more interested in the wild lands than in the cultivated ones. As a child, he was always eager to spend the day in the forest hunting or tracking instead of weeding and hoeing. Solitary without being unfriendly, he seemed to just belong more among the trees than the orderly rows of wheat and rye. There was some good natured ribbing from his relations, but none were really surprised or disappointed when at majority he chose to build a small house on his own right near the edge of the forest and make his living by trading meat and hides to the townsfolk. Truth be told, he spent nearly as much time in his tent as he did he house.

John had always been the type to accept other people as they are, not as he would wish them to be, and thus was as comfortable with hermits and outsiders as he was with the popular folk. When John's younger sister — a beautiful and carefree girl with an obvious talent for music — disappeared one day while collecting flowers in the forest, John was baffled by how her trail just mysteriously disappeared. He eventually decided that something more than mortal was operating here, and consulted with Atria, the weird crone near the village. She was able to interpret the omens and find that John's sister had been abducted by the faeries. He ignored Atria's advice that the faeries were too powerful for him to deal with alone, thinking he could bluff his way out of danger. The faeries saw through his bravado, cursed him into being unable to tell a direct lie, and left him thoroughly chastened and without his sister back. He again sought out Atria, apologized for his arrogance, and asked her opinion on how to best manage the situation. By following her advice, he was able to recover his sister, and he's since decided that when it comes to magic, it's best to defer to practitioners rather than charge in blindly.

Afterwards, perceptions of John took a turn for the worse. Folk he had traded with began to offer better prices to other hunters, and people talked about how it was unnatural for a man to spend so much time away from town, and to actually treat witches and hermits as if they were normal people. It grew harder and harder to even make a trip to town once a moon for supplies, and when Atria went off to start a new covenant, John decided life might well be better there than back home, and so packed up his gear to accompany her. The rest of his family now use his house as a base camp when any of them decide to venture into the forest.

John's in his mid to late 20s, and starting to think that he might never find the right woman to settle down and raise a family with; that might be a little too much togetherness for him, though he's only starting to realize it's OK to question his family's assumptions that of course he'd settle down eventually. Even so, he's content with the idea of the idea of life as a companion at a covenant; the others will be accepting of his solitary nature, his poor memory for faces should be less of a hindrance there than in other places, he should have plenty of opportunities to spend time out in the forest, and the pay and security are better than he thinks he could find elsewhere.

Posessions
Longbow (Load -.5) personal possession
Reinforced Leather Hauberk (Load -1.5) covenant issue
Leather Cap (Load -.5) covenant issue

Personality Traits
Prudent +3
Broad-Minded +2
Honest +2

Characteristics:
Intelligence 0
Perception +2
Strength +1
Stamina +1
Presence 0
Communication 0
Dexterity +1
Quickness +1

Virtues:
Direction Sense +1
Weather Sense +1
Animal Ken +1
Light Sleeper +1
Enduring Constitution +1

Flaws:
Curse: Cannot Lie -1
Uncommon Fear: Underground -1
Low Self Esteem -1
Reputation: Consorts with witches -1
Poor Memory: faces -1

Abilities:
Animal Handling 2 horses
Area Lore: Eastern England Fens 3 (the forest)
Area Lore: Northern England 2.1 (Bynnewalle and its forest)
Athletics 1 running
Awareness 3
Brawling 2 dodge
Bows 5 long bow
Climb 2 trees
Hunt 4 tracking
Ride 3 speed
Speak Own Language 5
Stealth 2 outdoors
Survival 3 forest
Direction Sense 1
Weather Sense 1
Animal Ken 1

Combat:

Injury

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