[They] "transport beaver hides, the pelts of the black fox and swords from the farthest reaches of the Saqaliba to the Sea of Rum [i.e., the Black Sea]. The ruler of Rum [i.e., the Byzantine Empire] takes a tithe of them. If they wish, they go to the Tnys river [i.e., "Tanais", the Greek name of the Don River], Yitil [i.e., Itil, the ancient name of the Volga], or Tin [variously identified as Don or Seversky Donets], the River of the Saqaliba. They travel to Khamlij, the city of the Khazars whose ruler takes a tithe of them. Then they betake themselves to the Sea of Jurjan [Caspian Sea] and they alight on whichever of its shores they wish. ... Sometimes, they carry their goods from Jurjan by camel to Baghdad. Saqlab slaves translate for them. They claim that they are Christians and pay the jizya."
885-886, Ibn Khordadbeh writing about the Rus merchants who brought goods from Northern Europe and Northwestern Russia to Baghdad
Captain Olaf the Golden, merchant and ships Captain
Grey bearded and thick set Olaf the Golden was once a formidable warrior in his own right who it was said was once champion to a king, at some point however he changed careers and became a ship's captain he has traded throughout the Baltic but this will be only his second passage south
Hurun Afdedson ships Pilot
A taciturn older man who is at least some part of the local blood in him, he rarely speaks and then with a deep accent, but there is no doubt he knows the river well and always has words when he needs the men to put their backs to the oar.
Erik the sharp - Boatrwright
Solid woodsman (both cutting and shaping it into ships) and a decent smith although not the best at weapons beyond spear and arrowheads.
Various villains...(that's you)
The ship is small but sleek with white birds painted at her high prow and stern to show she comes in peace in order to trade.
OOC: Guys feel free to lay out your characters and backgrounds as you will, please put the die rolls behind a spoiler button to remove the clutter. Please do not put character discussion here I am trying to keep this thread solely for character stats etc.
Damage Bonus: +1D4
Maximum Hit Points: 12
Maximum Magic Points: 10
Starting Sanity: 50
Accounting (10%):
Art (05%): Bargain (05%): 30%
Climb (DEX+STR%): 25%
Conceal (15%): Craft(Blacksmith) (05%): 75%
Cthulhu Mythos (00%):
Dodge (DEX x 2%): 20%
Drive Horses (20%): Fast Talk (05%): 55%
First Aid (30%):
Hide (10%): Insight (05%): 30%
Jump (25%):
Library Use (EDU x 2%): 26%
Listen (25%):
Medicine (05%): Natural World (10%): 30%
Navigate (10%):
Occult (05%):
Other Kingdoms (01%):
Other Language (01%): Own Kingdom (Russ) (20%): 20%
Own Language: Old Norse* (EDU X 5%): 65%
Persuade (15%):
Pilot Boat (01%):
Potions (01%): .Repair/Devise (20%): 50%
Ride Horse (05%):
Science (01%): .Shield (15%): 55%
Sneak (10%):
Spot Hidden (25%): Status (15%): 35%
Swim (25%):
Throw (25%):
Track (10%):
Write Language (01%) (Old Norse runes):
.Fist/Punch (50%): 60%
Grapple (25%):
Head Butt (10%):
Kick (25%):
Small Knife (25%): Long Sword (20%): 70%
Possessions:
Leather and scales (375)
Long sword (210)
Large shield (80)
25 derniers in additional product
10 derniers in cash
Bio: Aethelwulf is an apprentice blacksmith, stout and muscular, though shorter than the average man. Some say he must have dwarfish blood, for he resembles the dwarves of Norse legend and is a highly skilled craftsman as they are said to be. Aethelwulf is in fact an idiot savant. He knows how to do one thing well, and that is to work with metal. He made the armor that he wears, and it is of good quality. In other respects, he is not very bright, and he has been given the sobriquet Ironhead. As far as he knows, it is because of his skill at the forge, and he is unaware that it can be insulting. He is ready to become a journeyman blacksmith in his own right, but he needs money to be able to afford his own forge. Thus, he has signed on with Olaf's trading expedition.
Possessions:
Clothing
Fishing Line and hook
Knife, Small
Knife, Large
Spear, Short
Bio: Valbrand is a young, bright, and handsome man. He was taught by his father and older brothers how to fish, and while he didn't dislike the work he found the repetition and lack of conversation boring. A native of Seeburg, he's spent most of his childhood bothering traders traveling through town for stories about their voyages. Once he'd heard that Olaf the Golden was gathering a crew and promising wealth and adventure to those who joined him, he signed on post-haste.
Last edited by Cotton on Mon Feb 26, 2018 4:26 am, edited 6 times in total.
Possessions: 200 Derniers and 400 Derniers' worth of alcohol, weapons, and armour. Sets of clothing, a pouch to contain money, a weighing scale, and blank paper. Water-skin, knife, felt blanket, sack, flint-stone & iron, whetstone. A staff.
Bio: Gandalf Gosta Gustafson is a merchant, born in an educated family with a mother who was lucky enough to have survived childbirth and various illnesses, and an educated father who taught him to read and write and speak the tongues. His father, Gustav, also taught him a fair bit of arithmetic, allowing him to earn some money to pay for more education and to fuel his ambitions. He learnt how to brew good alcohol away from home, as he reasoned that being able to always have at least one other source of goods that he could provide without relying on major trade relations comforted him.
He always like to the carry around a staff while wearing a grey cloak as he strokes his newly-grown beard.
Last edited by HelplessBystander on Mon Feb 12, 2018 12:44 pm, edited 10 times in total.
My Call of Cthulhu Campaigns: Dead Men Walking(Looking for new members)
Maximum Hit Points: 13
Maximum Magic Points: 13
Starting Sanity: 65 -1
Skills:
Accounting (10%):
Art (05%):
Bargain (05%): Climb (DEX+STR%): 24%
Conceal (15%): Craft (Ropemaking) (05%): 30%
Cthulhu Mythos (00%): Dodge (DEX x 2%)(30%): 50%
Drive Horses (20%):
Fast Talk (05%): First Aid (30%): 40% Hide (10%): 25%
Insight (05%):
Jump (25%):
Library Use (EDU x 2%):24%
Listen (25%):
Medicine (05%): Natural World (10%): 70% Navigate (10%): 40 %
Occult (05%):
Other Kingdoms (01%):
Other Language (01%):
Own Kingdom (Russ) (20%): Own Language: Old Norse* (EDU X 5%): 60%
Persuade (15%):
Pilot Boat (01%): Potions (01%): 36%
Repair/Devise (20%):
Ride Horse (05%):
Science (01%): Shield (15%): 35% Sneak (10%): 25% Spot Hidden (25%): 50%
Status (15%) Swim (25%): 40% Throw (25%): 35% Track (10%): 50%
Write Language (01%) (Old Norse runes)
Weapons:
Fist/Punch (50%):
Head Butt (10%):
Kick (25%):
Grapple (25%):
Axe (15%): 60%
Club (25%): Knife, Small (25%): Spear, Short (15%): 60% Staff (25%):
Possessions:
Traveler’s pack: outer wear, water-skin, knife, fishing line & hook, felt blanket, sack, flintstone & iron, whetstone
Ax and Short Spear
Staff
Bio:
Garpur is a Finn from the Laplands far to the north. Life is harsh up north and it doesn't take much bad luck for a hardscrabble existence to turn deadly. Although young, Garpur has already spent years wandering the forests and tundra gathering herbs for his mother, the village healer. Garpur has a warrior's heart but he doesn't have the size and strength to stand out. What he does have, as he heads south to find his destiny, is a knack for combining herbs into poultices, potions and even poisons.
Life is a tragedy to those who feel
Life is a comedy to those who think
Life is a fantasy to those who game