Nuwanda

Martial Arts·by Nuwanda

Nuwanda

RACE

Human

GENDER

Male

LIFE STAGE

Young Adult

BODY SIZE

Large

BUILD

Athletic

Nuwanda is a free-living, nomadic fighter. He grew up in a dojo where he learned to fight all his life under strict discipline. One day, he ran away, choosing to abandon the monastic way of life in favor of exploring the world and discovering all its little intricacies and diversity.

GOAL & MOTIVE

Nuwanda seeks to explore the world and discover its diverse cultures, people, and hidden intricacies beyond the confines of the dojo.

NEMESIS

Didache

QUESTS COMPLETEDTotal quests completed with this hero by the creator and everyone who recruited them

14

Sign in to recruit Nuwanda

Free to recruit. Every detail stays editable afterwards.

Sign in to save favorites

Wanted: tales with Nuwanda

Tales readers wish someone would play with Nuwanda. Vote for the ones you want to read, or take one up.

No open requests yet. Sign in to post one.

Talk about Nuwanda

No one has talked about Nuwanda yet. Ask the creator a question or tell them what you think.

Skills and Stats

ATTRIBUTES

Great

Health

Superb

Agility

Superb

Strength

Legendary

Reasoning

Great

Willpower

Good

Perception

SKILLS

Athletics

Good

Acrobatics

Great

Discipline

Poor

Meditation

Mediocre

Weapon Mastery

Great

Martial Arts Lore

Superb

Hand-to-Hand Combat

Legendary

GIFTS

Unarmed Master

Defensive Positioning

Reads Crowds

Evidence Reading

Trail of Sabotage

Citywise Navigation

FAULTS

Sworn Enemy

Hot Headed

Recklessly Flirts

Too Curious

Inventory

Traveling bag

WORLD & RULES

Margo is a vast frontier land where civilization has arrived faster than government. There are no recognized nations, no fixed borders, and no single authority claiming dominion over the continent. Instead, settlements have taken root wherever rivers, fertile valleys, natural harbors, mountain passes, and valuable resources have drawn people together. Beyond these scattered pockets of civilization stretches an enormous interior that remains only loosely explored and even more loosely controlled. The closest things Margo has to states are its cities. Most are effectively independent, governing themselves and the surrounding farms, villages, and roads they are strong enough to protect. Each is headed by a magistrate, whose authority may come from election, appointment by influential families, the support of merchants and guilds, military reputation, or simply the ability to maintain order. Some magistrates rule alongside councils, while others have gradually transformed their office into something resembling a hereditary lordship. There is no higher government to determine which arrangement is legitimate. As a result, the law changes with the road. A crime punished harshly in one city might barely be recognized in another. Merchants pay different tolls as they pass from one magistrate's territory to the next, currencies compete with one another, and disputes between cities are settled through negotiation, economic pressure, private armies, or occasionally open warfare. Alliances exist, but few are permanent. A city's influence extends only as far as its magistrate can realistically enforce it. Margo's settlements have developed a distinctive architectural character from the many peoples who have crossed into the frontier. Fortified stone walls, keeps, monasteries, narrow streets, and timber-framed buildings reminiscent of medieval Europe stand alongside sweeping tiled roofs, wooden towers, enclosed courtyards, covered walkways, ornamental gates, and carefully designed gardens influenced by Chinese and Japanese traditions. Rather than existing as separate architectural districts, these traditions have gradually blended together. A magistrate's residence might resemble a European castle in scale and defensive purpose while possessing layered tiled roofs, open wooden galleries, interior courtyards, and a monumental gatehouse. The largest cities are impressive but isolated islands of order. Outside their walls, paved streets quickly become dirt roads connecting farming communities, trading posts, monasteries, mines, forts, and newly founded towns. Some settlements disappear within a generation; others grow with astonishing speed when a new trade route or resource is discovered. Land is plentiful, but security is not. Banditry, territorial disputes, piracy, dangerous wilderness, and conflicts between competing settlements make travel beyond established routes uncertain. This instability is also what makes Margo attractive. There are few ancient institutions determining what a person is allowed to become. Merchants can build fortunes, soldiers can become magistrates, settlers can establish towns, and obscure families can become powerful within a generation. Explorers constantly push farther into the interior, while ambitious cities race to secure rivers, ports, farmland, mines, and trade routes before their rivals can. For now, Margo is a land without countries—but not a land without politics. Every prosperous city is slowly becoming the center of its own sphere of influence. Magistrates negotiate treaties, construct fortifications, claim surrounding territory, and compete for smaller settlements. Nobody yet knows whether Margo will remain a patchwork of independent cities or whether, eventually, one of them will become powerful enough to turn its frontier into a kingdom.

LOCATIONS

CHARACTERS

Contact Us

Did you have a bad experience? Think we can do better? Tell us!

Want to delete your account? Account Deletion