Our Hero, Jarast

Remember how this was supposed to be a blog about an Ironsworn campaign, not “Glop Demon Gets Way Up His Own Ass Only To Come Up With ‘What If The Americas In The 17th Century But Cooler And With Monsters’”?  I know I do!  So let’s get to some numbers and stats and stuff.

But first, some background.  Shut up, stop groaning, this will only take a few minutes!


Our protagonist, Jarast the Sharp, is an Estavalian in his mid 20s, tall and well tanned, heavily tattooed, with brown hair shaved on the sides, with the top worn long and either braided or bound in a wide headband.  The headband is a new thing he’s picked up from his mostly Pushmatahan crewmates.  In addition to personal and cult symbols, his tattoos mark him as a member of the Tree Brother clan of the Mastakoling tribe.  In battle he wears a sharkskin cuirass (enchanted to be tough, light, and buoyant) and typically wields a kilvah (a traditional Estavalian short sword with a slight curve) in his right hand, with a hatchet in his off hand.  He keeps a journal with which to record tales that he’s either lived or heard from others in his travels.


Eight months ago, Jarast had been serving as first mate aboard a Mastakoling sloop traveling the southern isles of Inigoquaa on a typical mission of trade, exploration, and maybe just a little privateering as a treat.  Things took a turn for the worse when they were set upon by a Tamoanchanian slave galley.  The galley caught them by surprise and bore down upon them with unnatural speed, overtaking them and striking them with towing harpoons to prevent their escape.  The Mastakolings put up a valiant fight but were outnumbered and outmatched.  The enemy captain wielded a massive Tamoanchanian war club studded with sharks’ teeth, which wailed and howled with every swing, and with which he slew a half dozen of Jarast’s crewmates.  Jarast tried to fight his way over to the enemy captain but was knocked unconscious and overboard by some loose rigging.


He awoke some time later on an island, surrounded by the flotsam of his wrecked ship as well as the bodies of a few of his crewmates.  He buried the dead, swore his Iron Vow of vengeance, and then set to looking for the things he would need to survive on the island that would become his home for the next two months.


His luck changed when the Talulah, a Pushmatahan corvette, was passing through the area and he was able to catch their attention.  A man with a sword and the ability to use it will never want for work for too long in the Isles, and so Captain Hohchifo brought the castaway aboard.  He has served capably for the last six months, but always with his eyes on the time when he can set off on his own to find out who killed his kin and hang their skull from his bow.


Ok, finally, some stats!


Edge: +2

Heart: +1

Iron: +3

Shadow: +1 

Wits: +2


Health: +5

Spirit: +5

Equipped Supply: +5

Hold Supply: +5

Momentum: 2 to start, 10 max

Reset: +2


Assets:

Starter Ship: The Talulah

A two mast merchant corvette with a crew of about 30, mostly Pushmatahan, under the command of Captain Hohchifo.  Integrity 4, no mods, Hold of 5, can’t be Battered or Cursed, if integrity drops to 0 it sinks.  This asset disappears if the ship is sunk, lost, upgraded to a Flagship, or basically anything else.


Path: Blademaster

When you Clash or Strike in close quarters, add +1.  On a strong hit with a match, you are unstoppable: mark progress.


Path: Storyteller (Musician, just reskinned)

When you Hearten, Gain Ground, or Secure An Advantage by encouraging yourself or others with a good tale, add +1.  On a strong hit with a match, mark one tick on your Bonds legacy track.


Path: Overlander

When you Undertake An Expedition through uncharted or unfamiliar overland territory, you may reroll one challenge die.




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