Physical Description
Name: Harran Kishad
Race: Human
Age: 34
Birthday: 29th Fall, 478 A.V.
Character Concept
Personality - Harran Kishad is a bitter man. This bitterness is his defining characteristic, often shining through the words he says and the things he does. He would often snap and spit acid during the conversation, even when seemly unprovoked. That said, he prefers to behave in a strictly professional - if somewhat overdone at times - way. He's mostly introverted and keeps himself to himself, but has just about enough social skills to get by.
Ethics and Morale - Kishad is a mercenary, a soldier of fortune. He'd normally be picky about his contracts, shunning the more mundane work and only accepting those jobs that pay well, but in times of need he'd work for anyone and do anything. He tries to maintain an "honest hired sword" image since that wins client's trust, but there were times in the past he double-crossed his employers, and he'd do it again if he has to.
Character History
Born in Zentiva to a Waveguard militiaman and a woman of obscure and lost origins, Harran grew up to be a loner. He had little interest in the games of other children, finding them to be childish (which was no surprise, for they were that) and utterly uninteresting. Books held more of a fascination for him, and he'd spend days away reading from his father's library.
He grew up, wishing for nothing more than to become a scholar or a tutor for the young. This desire was formed partially by his wish to "educate the youth in an adult way", as he himself put it. This never came to pass, though.
Early in the spring of 495 his father contracted a pneumonia and died shortly thereafter. Various relatives were all over the inheritance like hungry crows in a blink of an eye, and through legal means and loopholes the child, who was considered to be a half-bastard because of his mother's low social status and general "it's-bad-for-the-family" air, was thoroughly disposessed and cast away with little more than some clothes to his name. One notable exception was his father's favourite medellion with a small hand-drawn picture of a woman in red dress. He always assumed it was his mother, but he could never tell for sure, and by the time he could come back to ask around, there was nobody alive who'd remember what she looked like.
He had to leave Zentiva, for there it was impossible for him to be anymore. The pain caused by this wrongdoing of his relatives put the cornerstone of a bitter, disappointed and hard-edged man Harran Kishad would become. The best way out was somewhere unknown - so he became a cabin boy aboard The Seasplash - a merchant pinnace that sailed the high seas from Zentiva to Nyka and Konti Island.
Three years he'd spent aboard the ship. Then it was caught in a violent storm just outside Nyka and went under, the few survivors being washed ashore around the city. From there on he went the way the wind blew.
Somewhere along that winding road of life he looked back and saw that was already twenty-seven - six feet of corded muscle, closely cropped black hair and a moustasche. The moustasche were more of an affectation than a necessity, but he liked them nonetheless.
During his visit to Sunberth, where he came as a guard to a merchant caravan, a rogue Sylirian knight who went by the name of Old Jean (actually, his name was Ser Jean de Beck, but nobody called him that) happened to wind up at the same table with him in a tavern. A conversation started, and some time after that Harran found himself being tutored in swordsmanship and unarmed combat by this venerable veteran. Ol' Jean's skill has rusted with time, but the basics hammered into him as a squire were still there. Harran, who has never had any formal training, benefitted greatly from the knight's experience.
He travelled for a few more years after that, coming back to Zentiva and settling a few scores he had to settle - namely paying a few visits and shortening his relatives list by a couple of positions. Before someone could find out he was back and killing people, he vanished into the dark of Mirahil Pass and was gone.
Possessions
1 Set of Clothing
-Linen red shirt (-1 sm)
-Simple Pants
-Simple Undergarments
-Thick Woolen Cloak, hooded (-1.3 GM [cloak + hood])
-High Leather Boots (-5 sm)
- Leather doublet (-3 sm)
- Leather gloves (-5 sm)
1 Waterskin
1 Backpack which contains:
-Comb (Metal)
-Brush (Metal)
-Soap
-Razor
-Balanced Rations (1 Week’s Worth)
-1 eating knife
-Flint & Steel
Heirloom: a silver medallion, carved with letters D.K. and a portrait of a red-clothed woman inside.
100 Gold Mizas
Weapons:
- a Longsword (-50 GM)
- a Dagger (-2 GM)
- a Hand Crossbow (-100 GM)
- 20 Bolts (-2 GM)
Armour:
- padded armour (-5 GM)
- chainmail, worn over the padding (-150 GM)
- Large round wooden shield (-7 gm)
- nasal helmet (-25 gm)
Apparel:
- scabbards for sword & dagger (-6 gm)
- weapon harness (- 5 gm)
- rustproofing oil (-10 gm)
- sharpening stone (-10 gm)
Housing:
Traded in for 500 Mizas (the previous savings from the years of mercenary work)
Current residence: a room at Pig Foot's tavern.
Ledger
Purchase | Cost | Total |
Starting | +100 GM | 100 GM |
Housing Traded In | +500 GM | 600 GM |
Clothing (Starting) | -2.7 GM | 597.3 GM |
Weapons (Starting) | - 154 GM | 443.3 GM |
Armour (Starting) | - 197 GM | 246.3 GM |
Apparel (Starting) | - 31 GM | 215.3 GM |
Skills, Lores, Magics, Gnosis, Languages
Skills & Talents:
Weapon (Long Sword) - 15+15 Racial Bonus
Weapon (Light Crossbow) - 5
Armour (Shield) - 5
Riding - 5
Sailing - 5
Unarmed Combat - 5
Tracking - 5
Intimidation - 5
Fluent Language: Common
Lores:
Lore of Seafaring
Lore of Sunberth Culture