Zalcor Kross

Fantasy·by Zalcor Kross

Zalcor Kross

RACE

Shadar-Kai Elf

GENDER

Male

LIFE STAGE

Young Adult

BODY SIZE

Medium

BUILD

Slim

Lean frame, 72 years old, Shadar Kai Elf, Male, 6 foot, Former Pit Fighter, Escaped servitude as a pit fighter, was in servitude to the pits from childhood and doesnt remember much before then. Was traded often but was good enough to not expire as a gladiator. Seeks to never be owned again, to get as far as possible away from the organization "Faraday Kross" Zalcor doesnt know his actual surname all the fighters of the teams under the organization were given that surname. Zalcor has a brand on his back right shoulder of the insignia for the group. He is skilled with iron claws.

GOAL & MOTIVE

Zalcor Kross seeks to remain free and never be owned again, escaping as far as possible from the Faraday Kross organization.

NEMESIS

The Faraday Kross organization and the handlers who traded and controlled Zalcor Kross as a pit fighter.

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

4

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Skills and Stats

ATTRIBUTES

Good

Health

Superb

Agility

Great

Strength

Mediocre

Reasoning

Great

Willpower

Mediocre

Perception

SKILLS

Survival

Fair

Athletics

Fair

Persuasion

Fair

Intimidation

Great

Melee Combat

Great

Ranged Combat

Fair

Inventory

Iron claws

Faraday Kross insignia brand

WORLD & RULES

The "Faraday Kross" are an underground slave trading and fighting ring that brands its fighters (particularly ones considered champions) with insignias of what owns them. They have no true base of operations but are in at least all capitals. The world itself is called Karatokia, it has 6 continents Trevelstra, Safaras, Xulta, Kelha, Promindi, and Wenjok. Each has countries within it. The countries consist of a Capital, 4-6 towns feeding the capital, and each two having 3-5 villages feeding the towns. Capitals usually hold the most wealth, specialty items, specialized master trainers and the most military units as well as guild masters. Towns usually have less wealth but more than villages and have enough guards to send one or two detachment units on patrols for nearby villages under their care. The trainers are more likely to be journeyman rather than masters. Towns would have a small school to teach basic knowledge. Villages by far are the least wealthy and therefore maybe only have enough coin for less than 5 guard personnel. They have apprentices who have yet to move on to towns when it comes to education. The raw materials and trade go as forth. Villages usually gather the most basic forms of raw materials. That then gets traded to towns in exchange for towns to help with any large forces of bandits or other hostiles near the villages. The towns then work the raw materials into common materials and trade that with the capital. The capital will make highly specialized or masterwork materials meant for trade within the country and continental or sometimes if good enough (usually one item, and one military unit, or specialized knowledge) the world itself. Magic is known but not often used, magic cannot be learned by everyone only by those whom either have bestowed by blood, or gods. Technology has a hard limit or no gunpowder has or ever will be made within this world. The closest things would be ballista, catapult, trebuchets, crossbows.

LOCATIONS

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