Riverman of the North Merchant Cities; "Protector of the Lowlands", "Defender of Osmail Mark"
name pronounced ‘still-main’; human, male, red hair (beard & shaved currently), brown eyes, age: 19 (born CY 9144), right handed, pale skin; born on the shores of the Beyne River near Karloak
Abilities: Kinetic 4
MUS 8 (+ 1 CS on skills modified by muscle)
INT 2 (- 1 CS on skills modified by intuition)
PER 6 (+ 1 CS on skills modified by perception)
VIT 6 (+ 1 CS on skills modified by vitality)
Code of Conduct (riverman), Good Luck, Kinetic Faculty (1), Light Sleeper, Toughened (riverman)
Jump 1 + 1, Climb 1 + 1, Swim 2 + 1, Pilot: Aquatic 2 + 1, Speak Gladnorean 4, Speak Mercat 3, Streetwise 1, Seamanship 2, Lore: [Beyne River] 1, Lore: Dunstrand 1
RESILIENCE=(13*6)+4 = 82
Melee 2 + 1, Evade 3 + 1, Grapple 1 + 1, Propel 1 + 1, Fend 1 + 1
Familiarities: axes, maces, staves, lasso/river pin
CHI = 28
POWER: 5 chi > + 1 CS self/- 1 CS to opponent; grapple, fend or melee maneuvers only
Worn: purse w/20 silver, [weapons], [armor], canteen on shoulder strap, boots, tunic, shirt, satchel with: hand axe/ knife/ 10 1pt. healing poultices/ 10m cord/ 1 days rations/ blanket/ flint+tinder
Weapons: Rivermans club (3m lanyard;3 AM/4 dmg[50% fatigue]), light mace (8 dmg/3 AM), hand ax (3 AM/6 dmg), short spear (8+1 damage, 3 AM, decorated/expensive – gift from Baron Wheglin)
Armor: leather (8/60), wooden buckler (20/90; + 1 CS block) x2, cap (8/24, + 1 consciousness checks)
Pack: bedroll, tarp, mess kit, dagger, 2 riverman clubs, 20m rope, jamp, 2 oil flasks, 1 change work clothes, overcoat, leather jerkin (3/24), 3 days ration, wine skin, 480 silver
Dream 1, 9163, month 10: You cannot see, but you intuitively know you are on the water. The gentle shifting of balance to compensate is a dead giveaway. However, something is unfamiliar… as you drift further in the dark, it finally comes to you – the salt smell hangs strongly about you, you are not on your familiar river, instead you must be out to sea. The expected panic begins to rise in you and it carries you up, and up, and up… a dizzying feeling repeated over and over.
Dream #2: The immediate plunge feels like the world has been pulled from beneath your feet. You wake up sweating.
Upbringing: Urban / Riverman
Stillmein is a riverman from the merchant cities (Karolak mainly). He has plied his trade, familiar with small crafts, barges, etc. on the Beyne and small rivers feeding into it. All his life he followed his father, learning his craft. He became a deft boater and warrior, strong and proud. He is of the Riverclan Torvalus (the eldest on the river), his father the blood of Torval. He is the youngest of 3 brothers. His wife and daughter were taken by disease in his daughter’s first year however, and he fled the river homes he knew to lose himself in the big city of Karolak. He has worked the docks, looking for an opportunity to leave the area as it holds too many bad memories.
Intro to the Group
For a while he worked with a band of smugglers, until they near beat to death a man without even telling him or his co-workers why. He made sure he held back but made it look good. He threw the body into the river, hoping their was enough life left in it that they could swim to shore or wait for help. After that he quit the job and docks. He’s wandered the city since, spending what little money he had on drink. One night he was beaten by the guards. When he woke up it was to a voice he never thought he would hear again – the man he had dumped overboard. Apparently the guards had him as well. He and what seems to be his companions are having a loud conversation… the guard sees that Stillmein is awake and lets him out – and as he passes through the front of the barracks on his way out he sees the man he saved and several others – adventurers by the looks of them. Perhaps this is his ticket out! 9163, Month 2, Day 13
Caught in a dream-sending of the magus Anwin, he was unable to win free. Originally he was lost in a forest of pines and fir for weeks on end, pursued by strange half-human, half-scorpion folk. He took to the terrain he knew well and followed the river. He wounded one in an ambush and got away, and then tried to move back upriver thinking they would never believe him to go back towards their encampment. Unfortunately they had a second patrol following and caught him at night. He was drowned in the river as punishment, but instead of death… he woke up back in the lowland moors of Bar-Innis and eventually managed to catch back up with his new companions. While he was dying, he was visited by the sea goddess, Elancil, herself. She asked that he remember where his people come from, and which gods he should sacrifice too as his ancesters did of old. She also said to deliver a message to Gide Gallants as follows:
“Though no nation, and no man’s eyes can bear witness to the killing or the Imperial Agent of Gwinn in the Riverdans, all water makes it way and brings its memories to the sea eventually. The sea has a long memory and she can be very unforgiving.”
Stillmein only gave the message to Gide, as the leader of the Gallants. He brought in Geri, Xar and Taer and asked him to repeat the message. All of the looked very scared but would not comment on what it may mean. After that, Stillmein was welcomed back into the group.
Player = TOM POTTER
These are the folk who pilot smaller craft and help move merchandise in and out of the myriad of waterways feeding into the Beyne river in the north. They are skilled in piloting small craft, working ropes, grapples, lines, barges, and some even animal teams for pulling. They are also skilled in defending their charge – they are professionals though not guilded but they are so fanatic about their creed that it’s a family bond – not personal.The rivermen are a culture that spans national and fiefdom boundaries – they themselves are mobile and move with the merchandise often. Women and men both take up the life, and it is mostly the women who negotiate the jobs and coordinate the traffic and moves.
The “steering pin” is the trademark of the rivermen – its a club weighted at one end with with pins of metal or sheathed in metal. It has 10m of tight wound hemp cord attached to it and the rivermen throw it, tie it, loop it – its a utility object that they also use to knock out, secure or trip up their opponents in a fight. Its secured to their belt so it can be dragged back to them if necessary. They also use it to steer small craft by placing a small panel with a hole on the steering oar they can adjust by tying or hitting with the pin while they work or move about the craft.
Typical Riverman faith is drawn to the power of the rivers, the economic aspect of the goods that flow or their life as a symbol of the larger natural flow of order an life.
They fashion faith around Gaia (nature), Balthazaar (the merchant god) or Isir the river goddess (though in more ancient times Elancil of the sea as well); and some few worship Darupet as lord of all powers natural. The riverfolk do not like sorcery type magic and do not practice it.
Riverman’s Code of Conduct:
- Protect your charge
- Your word is your bond
- Family honors the bond of a Riverman
- Accept no payment for a job not done
- The job is bonded until payment is received
- Respect authority, obey right of way, pay your proper dues
Sayings: “Heavy weight will protect you to your grave” – the rivermen loathe heavy armor (ring mail is the heaviest they will done under normal circumstances) and shields (light wooden only – but none is preferred, keeps the hands free).
Sayings: The motto of Gide’s Gallants is “Fidelity unto death!” The full code of the gallants is based on fraternity to the group, but also to support the rightful rulership of any decent Duke of Dunstrand.
- Duty to brotherhood, faith and guild… but loyalty to group first
- Trust and follow the chain of command, inside the group and out
- Order given are to be obeyed. Abuse of command will result in a vote that strips it and gives it to another.
- Information is given on a need to know basis; not everything will be shared by the group – this is to protect it more than anything
- Respect authority but never without question
- In battle, back your companions move – later is the time to question
- Never leave anyone behind – even if you have to return
- Spend on the group, not outside – monetarily and time-wise
- Never volunteer for locals; safety and expectation management are more important than making friends
- Never leave the safety of the group without providing plans and details to the leader(s)
- Always take the opportunity to gather intelligence on places, people, and items
- Never walk into a situation without a plan or way of getting out