Lunar Deserters – NPC’s for Balazar

The following three NPC’s can be found surviving out in the wilds of Balazar. They are deserters from the Sons of the Moon the mercenary company currently in garrison duty in Elkoi.

They will be somewhere between Elkoi and Trilus. They will be  avoiding obvious threats, official lunar parties, but looking for safety in numbers with other civilised or friendly travellers.

If players to not change the course of events it is likely these three will become retainers of Quintas at least in the medium term.

These NPC’s can easily moved and placed anywhere along the edges of the Lunar Empire.

Eshan the Wolf

Lunar Deserter, Initiate of Seven Mothers, Male 21

Eshan, is a lunar deserter the leader of this small group. Wandering the wilds of Balazar trying to work out what he should do next. He was a young talented half crescent leader in the Sons of the Moon, a mercenary company who were serving in garrison duty in Elkoi. He was tipped to be going places in the company before he deserted.

The son of a hunter from north of Hortugarth, he took to the military life well and was well regarded by both officers and his contemporaries.

However after hooking up with Jareen after her previous husband was killed. His file leader decided as the ranking NCO he should have Jareen  and an argument developed. After seriously injuring his superior in an armed struggle in an Elkoi bar he fled Elkoi with Samir and Jareen.

Unable to return the Empire but feeling vulnerable in Balazar, he is unsure of what to do next. He is always looking for an opportunity, as he wishes to make something of himself in life. He is tempted to head for Trilus but believes the Orlanthi there will make trouble for him. However if no better options come up he will probably lead the group that way .

Eshan has no firm commitment to the Red Goddess or the Lunar Empire and understands he may have to change his allegiances after his choice to desert.

He has a calm ,competent, commanding presence. People tend to be impressed by him and he  genders trust in his superiors, but jealousy in his rivals and some compatriots. He is optimistic in outlook, energetic and aggressive in reaching his goals. However he is headstrong and can unwisely choose to argue with those in authority if he is of the opinion they are in the wrong.

He is however kind with most people most of the time, and often gets very overly protective of those he is close too. Often feeling a need to rescue and protect them often when they don’t want protecting or rescuing.

All tall and lean individual he moves with a calm efficiency. He is fastidiously clean shaven and shaves his face everyday even out in the wilds.  He is a still a keen and competent hunter, and has picked up two local dogs who we hunts with.

 

Nature: Leader
Demeanour: Rogue
Physical: Strength 3, Dexterity 4, Stamina 3
Mental: Intelligence 3, Wits 4, Perception 3
Social: Manipulation 2, Appearance 3, Charisma 4
Talents: Alertness 3,  Athletics 3, Brawl 3 ,Dodge 3 , Intimidation 2, Streetwise 2
Skills: Archery 3, Crafts 2, Leadership 2, Melee 3, Riding  1, Stealth 3, Survival 3
Knowledge’s: Culture 2, Languages 2,Medicine 2,Myth  2, Divine Lore 1, Spirit Lore 2
Essence: 3
Quintessence: 12
Willpower: 4
Runes: Moon 2, Death 3. Harmony 2, Air 2
Spirit Magic: Shimmer 2, Speedart 2, Bladesharp 2
Rune Magic: Pact Seven Mothers – 5pt
Virtues: Conviction 4, Loyalty 4, Conciliation 3
Backgrounds: Destiny 3, Dogs 2, Family 2
Flaws & Merits: Code of honour – 1pt merit, Fleet of Movement – 2pt merit
Equipment: Javelins 3pt, Composite Armour 3pt, Kopis 2pt, Spirit Charm – Heal 3pt*

*Balazaring style spirit charm, purchased in Elkoi

Samir the Loyal

Lunar Deserter, Initiate of Seven Mothers, Male 19

Born in Saird, as the 4th Son of farmer, Samir had to find his own way in life. Always a fan of legends and stories of adventure, he joined the Sons of the Moon as a way to make his fortune.

Samir is not a bad soldier, but never really enjoyed military discipline, with a nervous disposition he  was terrorised by his crescent leader, and is still petrified of the consequences of Eshans fight. One of lifes followers, Samir is easily led and is scared of many people.

However Samir was well  liked  in the company with a funny light hearted nature and a personality which was eager to please. He became good friends with Eshan and devoted to his  friend and loyal to a fault. It was Samir who pulled Eshan out of the tavern and out of Elkoi directly after the fight, almost certainly saving his life.

Though its Samirs nature to want to stay where he is safe, he is tougher than he comes across.  His everyman nature could very easily mean that his threat is easily dismissed, but he has become a competent warrior. Though he still very much feels like a farmer and has a keen knowledge of interest in livestock.

He is slightly shorter than average, but with a solid build, constantly moving with lots of energy. He is usually polite to people but if feeling threatened can be aggressive and terse.

He is jealous of both Eshan and Jareen and what they have with each other, and he often feels like a third wheel. He is sometimes bitter about the sacrifice he had to make to save his friend, and in his less secure moments is sure that Jareen would like to see the back of him.

Samir is a committed follower of the Red moon, but cannot see how he can continue to worship the Seven Mothers going forward, he would have no desire to change religion.

Nature: Guardian
Demeanour: Follower
Physical: Strength 3, Dexterity 2, Stamina 3
Mental: Intelligence 2 , Wits 2 , Perception 3
Social: Manipulation 2, Appearance 2 , Charisma 2
Talents: Alertness 3, Artistic, Athletics 2, Brawl 3, Dodge 2,Empathy 2
Skills: Archery 2 ,Crafts 3, Melee 3, Stealth 2, Survival 2
Knowledge’s: Culture 2, Languages 2 , Medicine  1,Myth  2, Divine Lore 2, Spirit Lore 1
Essence 2
Quintessence: 9
Willpower: 4
Runes: Moon 2, Life 2, Death 2, Stasis 1
Spirit Magic: Heal 2, Befuddle, Protection 2
Rune Magic: Pact Seven Mothers – 6 pt
Virtues: Conviction 4, Loyalty 4, Conciliation 3
Backgrounds: Family 2, Past Lives 2,
Flaws & Merits Hero Worship – 1pt Flaw, Low Self Image – 2pt Flaw, Common Sense – 1pt Merit
Equipment: Javelins 3pt, Composite Armour 3pt, Kopis 2pt,

Jareen

Initiate of Seven Mothers, Camp Follower, Female, 22

Jareen has the type of sensual looks that men will fight and die over.  From Holay, she is the daughter of prostitute, and has been the woman of various soldiers for the past 9 years.

Usually looking for a safe bet, she plans her future round her looks and what men will give because of them.  She always believes she loves ( or at least likes) her current man but never believes the arrangement is  permanent, and sees love as a transactional arrangement.

She is a tall dark woman, with long legs, and can usually be found flicking her long hair away from her face. She is highly tactile, warm, and charming with men who she thinks may be useful to her in future, but is usually loyal to her current man. Jareen will be horrified if anyone ever calls her a prostitute and it may very well end in bloodshed.

Jareen is prone to get unwanted premonitions of the future as dreams when she sleeps. When she can understand them, and when they let her know that her man will not be part of her future, she starts to make decisions to move on and find the next man.

She is however highly ambitious and knows she only has a few years before her looks start to fade. She is guarded with her true self and very few people really get let inside. She is dismissive of those who can offer he nothing and harsh toward women she finds threatening.

She is motivated by safety and wealth, and has a passion for fine clothes and usually well dressed and will spend what she can on fine clothes and jewellery. She is somewhat distraught about the current turn of events, but is bright enough to know she is somewhat responsible for the situation the three find themselves in.

She is encouraging Eshan to head towards Trilus as quickly as possible, but really wants to head back into the Empire.

Nature: Survivor
Demeanour: Sensualist
Physical: Strength 2, Dexterity 3, Stamina 2
Mental: Intelligence 3, Wits 4, Perception 3
Social: Manipulation 4, Appearance 4, Charisma 2
Talents: Alertness 2, Artistic 2, Athletics 2, Brawl 2,Dodge 3, Empathy 4, Expression 2 , Streetwise 3,Subterfuge 3
Skills: Commerce 2, Crafts 2,Etiquette 2, Melee 1, Stealth 1, Survival 1
Knowledge’s: Academics 1,Culture 2 ,Investigation 2,Languages 2,Medicine 2,Myth 2, Divine Lore 1
Essence 3
Quintessence: 10
Willpower: 3
Runes: Moon 2, Life 3, Fate 2,
Spirit Magic: Heal 2, Befuddle 2,
Rune Magic: Pact seven Mothers 5pt
Virtues:  Conviction 3, Loyalty 2, Conciliation 4
Backgrounds: Destiny 4,  Resources 3
Flaws & Merits Sensual Touch – 2pr merit, extra dice when she can touch the person she is trying to influence. Well travelled – 2pt merit . Precognition – 3pt merit
Equipment: Silk Clothes, Gold Jewellery, Bronze dagger -1pt,

 

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