1. - Top - End - #7
    Ettin in the Playground
     
    Devil

    Join Date
    Aug 2021
    Location
    Brisbane, Australia
    Gender
    Male

    Default Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux

    Bam! New OOC, who dis?

    Sir Bertelis Roche, Knight Errant of Bordeleaux, turned Cadet, turned Dilettante, turned Entertainer, turned Initiate of Manaan
    WS BS S T Agi Int Wil Fel Wnds Fate Atk Mvmt
    Base. 46 37 45 36 42 41 44 42 13 3 1 4
    Adv. 61 47 50 41 52 51 54 57 15 2(3) 2 4

    Skills: Academic Knowledge (Genealogy/Heraldry, Strategy/Tactics, Geography, History, Theology), Common Knowledge (Bretonnia, The Empire, Tilea, Norsca, Araby), Speak Language (Breton, Reikspiel, Classical, Tilean, Norscan, Arabyan), Secret Language (Battle Tongue), Trade (Cartographer), Animal Care, Animal Training, Blather, Charm, Charm Animal, Command (+10), Dodge Blow, Gossip (+10), Heal, Navigation, Perception (+10), Performer (Musician, Singer), Read/Write, Ride, Outdoor Survival, Scale Sheer Surface, Swim.
    Talents: Resistance (Magic), Hardy, Etiquette, Luck, Savvy, Schemer, Public Speaking, Specialist Weapon Group (Parrying, Fencing, Cavalry), Virtue of Chivalry, Strike Mighty Blow, Seasoned Traveller, Warrior Born, Disarm, Lightning Reflexes, Very Strong, Quick Draw, Trick Riding, Sauve.
    Slow Mental Decay: 4 Insanity Points, 2 Madness (Fear of Death), (Imbalance of Humors).
    - 1 from Rainbow Horrow Slug
    - 1 from the Daemonette of the Altdorf Fiasco
    - 1 from the Daemonette's Penultimate Blow
    - 1 from horror roaches in the swamp tomb
    - 1 from daemonic hallucinations on the road to Couronne
    - 1 from spotting the dragon ogre on the road to Couronne
    - 1 from clanrats in Axebite Pass, culminating in madness.
    - 1 from Skaven Jezzail under Axebite pass.
    - 1 from Shadow Hallucinations on the road back from Podeye
    - 3 from the Dracoleech of L'Anguille
    - 2 from the Vanishing of Deanna Roche
    - 1 from the Shark-Man of the Dragon’s Maw Sarls
    - 1 from the Elfslayer of the Tower of Balance

    Spoiler: Insanity Details
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    Fear of Death:
    Willpower Test upon becoming heavily wounded, or flee as if under the effects of terror.

    Imbalance of Humors:

    The character's mood becomes shifting and temperamental from day to day; spiking into agitation and anger one day, becoming slothfully indolent the next. Canny physicians - those who are aware of the somewhat outdated theory of four humors (rather than the in-vogue theory of three) may identify this as a pattern somewhat mappable to those four humors, and so may attempt to tread these excesses of humor with bleedings, expectorants or purgatives. None of these will offer true relief, even if the patient will confess a superficial sense of improvement, condemning themselves to needless repeat treatments.

    At the start of a day (usually when waking up, or whenever appropriate in the GM's eyes in times of insomnia), roll a 1d100 and compare it to the chart below.

    1-23 - Sanguine - Self-assured and excitable to the border of mania, the character is full of offputting forwardness and grating humor. He finds almost everything, especially his own jokes, very funny indeed. To all but the very drunk, he takes a -10 penalty to Charm and Gossip tests, and a -20 to Intimidate.

    24-47 - Phlegmatic - Passive and self possessed to the point of foolishness, the character is incapable of feeling urgency and vigor. Unless forced to act otherwise, he will decline to engage in strenuous activity or volunteer for the easiest parts of it, and even then will pay half attention. He takes a -10 to Command and Willpower tests, and -20 to Perception.

    48-52 - A Good Day - A rare good day when everything seems like it was...

    53-76 - Melancholic - Shot through with despair and worry, the character dwells on past failures and personal weaknesses obsessively for the day, in defiance of consolation. He takes a -10 to Charm and Willpower tests, and -20 to Weapon Skill and Ballistic Skill until he is heavily wounded - at that point, pain and mortality reassert their value for the day.

    77-100 - Choleric - Cantankerous and argumentative, the character begins and ends the day with a noticeably more hostile disposition. In addition to being an unwarranted scourge to his companions, he takes a -20 to Fellowship for the day in all circumstances that are not naturally hostile circumstances - he may suffer the penalty to try to organize troops for a drill in peacetime, but not to execute a manoeuvre in battle. Atleast in the heat of battle, soldiers anticipate a certain amount of choler being thrown around.


    Fate Losses
    - 1 Bled out after dueling the Daemonette in the dark.
    - 1 Shot down by Skaven during the Under-Battle of Axebite Pass.

    Fate Gains
    - Freeing the slaves after the Under-Battle of Axebite Pass.

    Spoiler: As Described By An Admirer
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    Ariadne,

    I’ve met the most wonderful man. His name is
    Bertelis, and I like him very much. He is Bretonnian in the very best way: not a malodorous cheese merchant or ungroomed peasant, but a young knight, Ariadne. His hair is ash blonde, and cropped back to an inch upon his head; grading down into a short beard just a little darker in tone. He is a full foot taller than me - just under six feet - and fills out his mail with the very proportions I trust you can imagine with simple prompts like ‘gallant’ and ‘classical’. He has been travelling alongside our carriage on the road to Nuln, and I often lean out the window to speak with him as he rides alongside. His Reikspiel is very good, Ariadne; just the right amount of good that I can understand him perfectly, but he is driven to ask from time to time for my own words’ meaning, and thus extends most pleasingly the duration of our exchanges. He watches the road and the treeline when we are travelling, except when I am explaining some Talabecland idiom or what have you; in such moments I am afforded the full benefit of his sincere blue eyes that I might swear were dashed with purple.

    And he is so kind, Ariadne! Nothing like the boys from Talabheim or Nuln, who seem to me to strut in profusion as if to obfuscate how little about which they have to strut. Yesterday evening, our carriage had slowed to a walking speed as the sun dipped low and we feared a roughness of the road to break a wheel. I seized the opportunity to disembark and hastened to the front of our group where Bertelis was riding. My thought was to walk alongside and ask him more about his father’s vineyards for just a few minutes before we reached the coaching inn. Yet he saw me hustling up to him, skirts gripped in my little fists so not to trip, and he slipped at once from the saddle, his countenance dismayed. I begged his pardon, that he need not fear for me and that I had only hoped to speak to him a little more and that I was in no danger. But he had not mistaken my manor for trouble, after all; he was merely crestfallen to be caught in the saddle while a lady's feet touched earth. I contested the point, but he would not be dissuaded; he would not ride while I walked, and for a half minute we walked quietly alongside his horses as I imagined how badly I had made a fool of myself and breached his honor. However, before I could begin conspiring in myself to repair my blunder, he suggested that we might solve the problem if he rode his warhorse, and I rode his courser. Needless to say, I permitted him the honor of helping me into the saddle of a proud white beast he calls Rainier, while the sable charger Adélard carried him beside me.

    I fear I am very much in love, Ariadne. I must concoct a reason for him to stay with our carriage for the next leg of the journey and give him an opportunity to come to the matching conclusion. I will write again soon, hopefully with exciting developments. As always, I charge you with the utmost discretion with these matters, invoking the covenant of all women to their sisters.

    I love you,

    Sigrid.

    P.S. I mean it, don’t tell mother. This is nothing like the Estalian but she will say that it is, and move to thwart my romance with her smothering rationalism.

    Spoiler: Character Countenance (Courtesy of Artbreeder)
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    Spoiler: The Noble Steeds Adélard and Rainier
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    Spoiler: Adélard the Warhorse
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    WS BS S T Agi Int Wil Fel Wnds Fate Atk Mvmt
    30 0 40 40 30 10 10 0 14 - 1 8
    Skills: Perception, Swim
    Talents: Acute Hearing, Keen Senses
    Attack: Powerful Hooves, d10+5 Damage

    Spoiler: Rainier the Riding Horse
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    WS BS S T Agi Int Wil Fel Wnds Fate Atk Mvmt
    25 0 38 38 30 10 10 0 12 - 0 8
    Skills: Perception +10, Swim
    Talents: Acute Hearing, Keen Senses

    Spoiler: Animal Training Efforts
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    Rainier knows the following tricks:

    SIMPLE: "Go to Bertelis"
    SIMPLE: "Go to Adélard"
    SIMPLE: "Throw Current Rider"

    Adélard knows the following tricks:

    SIMPLE: "Go to Bertelis"
    SIMPLE: "Throw Current Rider"

    Spoiler: Detailed Accounting of XP Spends
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    During Character Creation: Begin as NOBLE.
    200 - +10 WS
    100 - +5 BS
    100 - +5 Agi
    100 - +5 Int
    200 - +10 Fel
    200 - +2 Wounds
    Free - +5 WP
    = 900xp to fill out Noble Stat Advances

    100 - Public Speaking
    100 - Specialist Weapon Group (Parrying)
    100 - Specialist Weapon Group (Fencing)
    = 300xp for Second-Choice Talents

    1200xp Spent in Noble; 100xp Shift to Knight Errant

    100 - +1 Atk
    100 - +5 T
    100 - Animal Training
    100 - Animal Care
    100 - Outdoor Survival
    100 - Specialist Weapon Group (Cavalry)
    100 - Virtue of Chivalry

    700xp Spent in Knight Errant.
    = 2000xp and Free Advance accounted for.

    In Game Spends:

    100 - Dodge Blow
    100 - +15 WS
    100 - Strike Mighty Blow
    100 - Seasoned Traveller
    100 - +5 S
    100 - Academic Knowledge (Genealogy/Heraldry)
    100 - Change from Knight Errant to Cadet

    100 - Warrior Born
    100 - +10 Int
    100 - Perception
    100 - Disarm
    100 - AK: Strat/Tactics
    100 - Command (+10)
    100 - Secret Language (Battle Tongue)
    100 - Speak Language (Classical)
    100 - Common Knowledge: Tilea
    100 - Speak Language: Tilean
    100 - Change from Cadet to Dilettante

    100 - CK: Norsca
    100 - CK: Araby
    100 - Trade: Cartographer
    100 - AK: Geography
    100 - Blather
    100 - Navigation
    100 - SL: Norscan
    100 - SL: Arabyan
    200 - Hard Change to Entertainer

    100 - Lightning Reflexes
    100 - +10 Agi
    100 - Very Strong
    100 - Quick Draw
    100 - Scale Sheer Surface
    100 - +10 Perception
    100 - Charm Animal
    100 - Performer (Singer)
    100 - Swim
    100 - Trick Riding
    100 - +10 BS
    100 - Change to Initiate of Manaan

    100 - +10 WP
    100 - Suave
    100 - AK: History
    100 - AK: Theology
    100 - Heal


    Spoiler: Mothballed Sergeant Advancement
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    Next Purchase: Change to Sergeant
    Mandatory purchases from Sergeant: +20WS, +15BS, +10S, +10T, +10WP, +20Fel, +3 Wounds, +4 Wounds, Intimidate, Strike to Stun, Wrestling.
    Sought after purchases from Seargeant: Common Knowledge (any two), Command +20, Dodge +10, Perception +20, AK: Strategy/Tactics +10, Menacing, Street Fighting.
    Gravy: Gossip +20, Ride +10.

    -----------------

    XP Gained from Play: 4825
    XP Spent from Play: 4500

    Spoiler: Detailed Accounting of Trappings
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    Spoiler: Purchases During Character Generation
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    Sell Saddle and Harness (+3gp)

    Good Saddle and Harness (-18gc)
    Wooden Flute (-5gc)
    Good Waterskin (-24s)
    Good Saddlebags*4 (-24gc)
    Bow (-10gc)
    Arrows*10 (-2s)
    Good Pouch 'Quiver' (-15s)
    Good Clothing 'Padded Armor and Fur Cloak' (-3gc)
    Poor Spade (13s)
    Best Pouch (50s)
    Good Matches*20 (60p)
    Purse (2s)
    Cooking Pot (1gc)
    Rope (1gc)
    Gin Trap (2gc)
    Snare (1s)
    Tinderbox (30s)
    Best 2-Man Tent (300s)
    Throwing Axe 'Hatchet' (5gp)
    Torch*2 (10p)
    Shaving Kit (3gc)
    Horse Grooming Kit (5gc)
    Comb (15s)
    Poor Writing Kit (5gc)
    Whetstone (1gc)
    2 Stakes (10p)
    Best Fishing Line (30s)
    Cologne (1gc)

    Total Cost: 108gc, 8s, 8p.
    Beginning Gold: 125gc
    Coins Remaining: 16gc, 11s, 4p.

    Spoiler: Sir Bertelis' Encumbrance: 441 of 500
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    Item Encumbrance
    Good Clothes 15
    Robes 25
    Full Mail Armor 130
    Best Full Leather Armor 40
    Plate Helm 40
    Handweapon (Flanged Mace) 50
    Morning Star (Holy Relic of Manaac) 60
    Main Gauche 15
    Best Quality Shield 45
    Fine Lapis Ring (25gc) 0
    Best Pouch 21
    The Company Blade 45
    Spoiler: Contents of Best Pouch
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    Item Encumbrance
    Pouch Bulk 1
    Good Matches * 16 0
    Best Candles * 3 15
    Purse 5
    Spoiler: Contents of Purse
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    Item Encumbrance
    Purse Bulk 1
    31 Coins 4
    13gc, 1s, 15p



    Spoiler: Adélard the Warhorse's Encumbrance: 381 of 1200 (Plus Rider)
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    Item Encumbrance
    Good Harness 10
    Good Saddle 60
    Good Saddlebag (Left) 141
    Good Saddlebag (Right) 5
    Lance 100
    Best Quality Shield 45
    Poor Spade 20
    Spoiler: Contents of Good Saddlebag (Left)
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    Item Encumbrance
    Saddlebag Bulk 5
    Wooden Flute 5
    Waterskin (Full) 30
    Bow 80
    Quiver (Good Pouch) 21
    Spoiler: Contents of Quiver (Good Pouch)
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    Item Encumbrance
    Quiver Bulk 1
    Arrows * 10 20


    Spoiler: Contents of Good Saddlebag (Right)
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    Item Encumbrance
    Saddlebag Bulk 5


    Spoiler: Rainier the Riding Horse's Encumbrance: 611 of 1140 (Plus Rider)
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    Item Encumbrance
    Harness 10
    Saddle 60
    Good Saddlebag (Left) 211
    Good Saddlebag (Right) 330
    Spoiler: Contents of Good Saddlebag (Left)
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    Item Encumbrance
    Saddlebag Bulk 5
    Dagger 10
    Cartographer's Kit 20
    Rope 50
    Best 2 Man Tent 40
    Blanket 10
    Tinderbox 5
    Snare 2
    Gin Trap 20
    Cooking Pot 20
    Wooden Mug and Cutlery 7
    Shaving Kit, Comb and Cologne 4
    Poor Writing Kit 5
    Whetstone 1
    2 * Wooden Stake 10
    Best Fishing Line 2

    Spoiler: Contents of Good Saddlebag (Right)
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    Item Encumbrance
    Saddlebag Bulk 5
    Hatchet (Throwing Axe) 40
    Torch * 2 10
    Foil 40
    Horse Grooming Kit 30
    Broken Sword 50
    Broken Leather Jack 50
    - -
    Backpack 65
    Spoiler: Contents of Backpack
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    Item Encumbrance
    Backpack Bulk 20
    Common Clothes 15
    Noble Garb 30




    Spoiler: Background and Fluff
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    Spoiler: The Ten Questions
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    1. Where Are You From?

    Bertelis is from the province of Bordeleaux, in Bretonnia; a land of sparkling coasts, verdant hills, flourishing vineyards and rampant alcoholism. His father’s fief specifically is far enough inland to be quite idyllic; far from the haunted border with Mousillon, Beast-ridden forests and irreverent sailors.

    2. What Is Your Family Like?

    The oldest of four brothers born in rapid succession and a half-sister born much later, Bertelis is one of the rare individuals in the old world with little to complain about; and this applies to his family. His father, a knight of the realm with some regional clout, dotes on his children but not to their detriment. His step-mother, whose youth presents her with a little discomfort in the age bracket of an older sister, is endlessly encouraging and not so presumptuous as to expect to fill the role of the brother’s late mother. In return, they offer her sufficient respect and chivalrous deference that there is easy peace in this blended family.

    3. What Is Your Social Class?

    Landed Nobility by birth, and theoretically the inheritor of his father’s fief; though now voluntarily disinherited. He, like two of his brothers, is a Knight Errant roaming into the world to prove themselves worthy of being taken on as a house knight, likely not in their father’s own land lest his wealth be overtested.

    4. What Did You Do Before You Became An Adventurer?

    Bertelis spent his youth as a much admired scion, heir to his father’s vineyards and lands. Though he developed no taste for wine himself - The Duke of Bordeleaux is a famous advocate of discipline even if his subjects are often not - he appreciated the craft in growing the grapes and producing the world-renowned libation. Etiquette lessons, tutors, fencing and music all featured in an education that predicted that he would spend a very short Knight Errancy before being confirmed as his father’s successor, while his brothers would make their way in the world by their steel and chivalry.

    5. Why Did You Become An Adventurer?

    The second born brother, Andre, manifested a lingering weakness of constitution which made it difficult to imagine he would excel in the crucible of knighthood. Yet he ought to be given the opportunity to suffer through and surpass these expectations - this was the half-hearted wisdom of all those consulted. Andre’s keen mind and likable soul would need, somehow, to substitute for strength and hale lungs when he was to be sent into the world. Yet fate played a different hand.

    A small beastman warparty having made its way inland had occasion to threaten the vineyards. The house knights, and Bertelis as the prospective inheritor, met them in what was to be a small and overwhelming engagement, putting the beasts to flight. This was so; but in a critical moment in the conflict, the house’s knights witnessed the beastman shaman fling a jagged bolt of mystical lightning at Bertelis, only for the energy to veer oddly around him and earth improbably into a nearby spade left upright in the arable earth. Bertelis, his father, and step-mother concluded this was a divine beckoning; and upon consultation with visiting damsel from the capital, an appropriate response was reached.

    Bertelis, favored as he was, forfeited his inheritance so that right would pass to Andre. The four brothers embarked on their Errancy together, bearing their weaker brother up with their love for one another, and escorted him home to a better destiny than the likely violent one that otherwise awaited him. As for Bertelis - the mystery of that diverting bolt vexes him, and he often wonders if too much has been made of that freak occurrence. But there is no comfortable down of plenty waiting for him back at the vineyards, now; he must win his place in a Lord’s halls like all the greatest knights before him have done.

    6. How Religious Are You?

    Quite. He has a Bretonnion knight’s appreciation for the Lady of the Lake, as well as a healthy respect for the classical gods of humanity, particularly Morr, Manaan, and Myrmidia. Taal and Rhya have their appropriate deference from him, though he has not fully grappled with their natural aspect so as to fully appreciate it yet. Sigmar is a puzzle to him, but in the hammer wielding god of the Empire he sees a force of civilization that pulled the Unberogen and surrounding tribes out of the muck of barbarism - even if they go too far and forget the meaning of valor, often. Ulric is the greater challenge to his piety: the savage god of the Teutogens seems a total affront to all the virtues of chivalry. What can such a deity do except lead humanity back to their caves, and huts, and blood-slick steppes?

    7. Who Are Your Best Friends And Worst Enemies?

    Having travelled for two years through the fires of combat and adventure with his brothers Andre, Mahieu, and Dermand, Bertelis would consider them his best friends; and it aches his heart that they have returned to Bretonnia already to seek their recognition as house knights in other courts. Bertelis lingered in the Empire in solitude for a few months to reflect on the sacrifice he had made; but even then his horses Adélard and Rainier have made fine companions.

    As for enemies, Bertelis would imagine he has none; or atleast, none he can name. But the shaman who once raided his family’s estate has not forgotten him; and should the opportunity come for that jagged-horned creature to seize upon the young knight, it is only the fickleness of the dark gods that might hold back a spiteful second attempt.

    8. What Are Your Prized Possessions?

    A lightning-scorched spade that marked a turning point in his life. The main gauche that his fencing instructor, Mateo, gave him as a gift. His horses. His helmet, given to him by his second-born brother Andre at their recent parting. His poor quality writing kit, its ink wells almost dry and its quills worn to nubs, given to him by his third-born brother Mahieu at their recent parting. His best quality fishing line, complete with polished yew bobber and glimmering lure, given to him by his youngest and fourth-born brother Dermand, at their recent parting. A bottle of cologne, rarely employed, given as a joke by Professor Lorrimor in a context that is amusing to Bertelis every time he recounts it.

    9. Who Are You Loyal To?

    Loyalty is one of the capital virtues of a Knight of Bretonnia. He is loyal to the crown; to the duke; and then, to anyone who has explicitly placed their trust in him. He earnestly seeks to be the kind of knight to whom he, perhaps one day as a lord himself, might trust his life.

    10. Whom Do You Love/Hate?

    Bertelis loves his family, even his step-mother and half-sister; he loves his horses; he very easily comes to love those he has fought beside, and especially bled alongside. He loves artisans and even laborers who perform their tasks with excellence. He loves seeing honest, responsible people in positions of power - a love that, sadly, is rarely given opportunity to be seen.

    He hates highwaymen, charlatans, traitors, and willful fools. He hates cynics, and those who derive satisfaction from the dismay or disappointment of others. He hates degenerate nobility that grieve their subjects; and the greedy, envious brand of peasant that prefers barbarism and rebellion to honest work and the dignity of a low station honorably borne.

    Spoiler: Connection to Professor Petrus Lorrimor
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    Two years prior, Bertelis and his brothers were scrounging around the Empire, seeking adventure and barely finding enough to justify their efforts. Reasonable distrust of roving foreign youths looking for sport was mostly to blame; but so wasa general immaturity in the lads, and an insufficient willingness to see the Empire as worth understanding. Professor Petrus took pity on the young men and employed them on and off for two years; here, being pleased to have four armed and ready guardians at the unearthing of an ancient caernstone; there, writing a letter of introduction for a noble widow in Hochland desperately in need of those who would fight the duels into which she had been illicitly maneuvered. By the end of those years, Bertelis felt not only that he had seen them Empire, but that, if circumstances dictated, he could stand to live there amongst its people, despite their often challenging arrangement of values. Contact with the professor and his entourage has significantly shaved down Bertelis' prejudices against elves, dwarves and wizards; though he still struggles with engineers, and rogues. Just beginning his solo journey back to Bretonnia when he received the news of the professor's passing, Bertelis was struck by the depth of his unrepaid favor from the man, and wrote home to alert his family that he would be a few more months still; he could not possibly return without finding some way to discharge that debt of honor to Professor Petrus; perhaps, in service to those he loved in life.

    Spoiler: Adventuring Goals And Ambitions
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    Like most young Bretonnian noblemen, Bertelis is captured by the romantic power of the travelling knight; a beacon of protection and civilization amidst a dark and hostile world. Unlike many other young Bretonnian noblemen, for Bertelis this isn’t just a springboard to courtly legitimacy or a joyful (if violent) adventure for young men to have. He is subtly haunted by a near death encounter with evil, and a providential survival which he suspects (or fears?) marks him for a greater destiny than to run a vineyard, or hold a fief. Does the dark forest in his dreams hold the beckoning to the grail quest, for now shrouded and far, but one day to fall on his shoulders? He had once thought his primary virtue was humility, and he might not expect to be selected to seek the Lady. But a conversation with Professor Lorrimer left him with a new perspective; one that showed him that humility, when it cloaks and smothers real potential, is a vice, not a virtue. Ever since, he has turned his hand to drawing the finest Knight of Bretonnia possible out of the well of his own heart. How far that will take him is up to the gods, so he need only walk by the light at his feet, one step towards virtue at a time.

    Spoiler: A Weapon Worthy Of A Knight
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    The lance is a weapon of a knight devoted to a lord, ready to ride into battle amidst similarly sworn brothers; but the tales of knighthood that echo in Bertelis’ soul describe warriors who frequently fight on foot, in dungeons and caves, or after their lances have broken; and their reliable steel is invariably a trusted friend on the road of the virtuous. If he is to become a knight of any value, he will need a personal weapon of true craftsmanship and value; whether won from defeated foe, or commissioned and forged from strange and miraculous ores to which the gods have led him. (Desires a best quality weapon.)

    Spoiler: A Panoply Worthy Of A Knight
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    Bertelis’ mail and leather were gifted to him by craftsmen in his father’s domain, and they have served him well; but a knight of Bretonnia must be ready to ride into the thickest battle and the most severe danger. Without a reasonable expectation that he will be swept up into the Duke’s own house knights and given a regalia, he has resolved to acquire a suit of armor that he would be proud to wear in a lance formation. (Desires a best quality suit of full plate armor.)

    Spoiler: A Steed Worthy Of A Knight
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    Adélard has been his companion for two years, and Rainier even longer; but Bertelis knows that a Bretonnian knight requires a destrier to fill out the silhouette and battle role that is expected of him. This may be a simple matter of amassing the wealth required to purchase a superior steed from the breeders back in his home country; but other knights have met their legends after adopting and raising more exotic mounts like pegasus foals, or hippogryph chicks. If the gods are to lead him to such an opportunity, he will take it as providence. (Desires a superior mount - either a purchased, best quality destrier of Bretonnian stock; or else a pegasus, hippogryph, or more exotic and glorious mount still.)

    Spoiler: A Cause Worthy Of A Knight
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    Yet all these things - sword, armor, and steed - are just the trappings of a knight. The essence of a knight is not what they have, but what they are for. For two years of his Errancy, Bertelis has roamed first Bretonnia, then the Empire, and has found no shortage of individuals in need of help. He is grateful to have helped, but longs for a more robust cause that permits him to grow in strength and virtue; one that can occupy his mind, energy and valor for more than a single adrenal dash. Until he finds one, he will always feel his errancy has been a little too mercenary for his convictions. (Desires a significant, non-simple cause that he can put his shoulder to for an extended period of time.)

    Spoiler: A Lord Worthy Of A Knight
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    Bertelis is strongly convicted that he will return to Bretonnia as a Knight of the Realm. This cannot be so, until he is selected by a Bretonnian Lord and offered a position as one of their house knights; or else he is given the greater honor of a fief of his own, carved from one of a Duke's own holdings. Without being in Bretonnia to court such invitations, he relies largely on his brothers’ efforts to recommend him in absentia - or else, he must accomplish some feat or feats of echoing nobility that the diplomats and spies of Bretonnia might hear, and relay, and plead his case based on those merits. (Desires to be either selected to join a worthy Bretonnian Lord’s house, or be given his own Bretonnian fief, and thus to become a Knight of the Realm. Typically, Knights of the Realm have duties closer to home than an adventuring life permits; but a sufficiently invested or trusting Lord may permit him to serve a term with the unusual but not unique latitude of a Knight of the Realm beyond the Realm. This will be especially true for a Lord who discerns something noble in sponsoring Bertelis’ development, not just acquiring his sword.)

    Spoiler: Combat Relevant Notes
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    Bertelis' Hand Weapon attacks do 1d10+5 Damage.

    Bertelis, in optimal armor, has a damage reduction of 7 on the chest, legs and arms; and 9 on the head.


    Spoiler: Retainers
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    1. Odmar Marsnerberg. 19 year old farmer from the small pork-and-cheese town of Wendorf, Ostland. Fled contention with his brothers and boredom at his simple home only to be captured by the skaven and enslaved for over a year; freed by the Company of the Burning Slug, and working of a moral debt he feels to them by minding and training horses as he works up the courage to head home and face his shame. Paid up for a year of service, after which he intends to go home.

    2. Aletta de Montoit. 17 year old noblewoman-turned-squire from the castle-city of Gisoreux.
    Niece of the legendary Duke Hagen of Gisoreux. Talented swordswoman; adventurous, perhaps naďve. King Louen subtly exposed Bertelis obliquely to the idea of female knights before Duke Hagen asked Bertelis to take her on his travels. Bertelis has taken this as a de facto joint royal and ducal request for him to both squire her about the world as they travel, and also literally make a squire of her. At some point, this is likely to require a secret identity and a rebirth as a fictional male knight errant; and dual lives thereafter. There is no pay for this position; but Bertelis is expected to see she is looked after.


    I will speak in a nice Bordeleaux Blue.
    Last edited by MrAbdiel; 2024-03-16 at 08:10 AM.