The Beasts of Civilization

B

Boss Frost

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The Beasts of Civilization
"It is the opinion of this historian that the true nature of our political landscape first took shape when our ancestors foreswore the use of claws made of flesh and bone, and too up claws made of iron."
-from 'Being a True History of Calabria' by Alysha Yenot



The continent of Calabria, a rather large island centered in the important shipping lanes between the west and the east. Besides this, the nations of the world avoid and take the long route around the continent, rather than landing upon it and implementing a land route for shipping. The reason being are it's natives.

The people of Calabria are animals. Or rather, some sort of evolution of animal. They walk on two legs, in the shape of man, speak in man's tongue, and display the virtues and vices of man... though, like the animals they resemble, even in their grand cities, with their talk of honor and diplomacy... the humans of the world still feel they act as animals. When they war, it is with not just with sword and tactic... but with fang and instinct as well.

Their 'magic' is different than the elves' magic... their bodies are stranger than the bodies of humans... their wars are bloodier than the most vicious orc skirmish.

They are the Calabrians, and they are currently without a ruler.

King Malthus Rinaldi IV, scion of the ruling house of Rinaldi, and the bringer of an age of renaissance... died peacefully in his sleep, heirless. While there was an investigation of the middle age foxes' death, no foul play could be identified. He merely... passed away, his soul refusing to re-enter the body even under the guidance of the S'allumer church's miracle workers.

After the period of mourning, the realization hit: the throne was up for grabs. While the petty warlords down below fight for the 'right to rule'... the true rulers fight from the courtrooms... and in the shadows. A warrior-king is good for a while, but the nobles know: What Calabria needs now is the nobility on the throne... which nobility, however, has yet to be decided...

Will it be your lord? Will it be one of the squabbling warlords? Will a peasant rise to take the ranks? Will the head of one of the households take grasp of the throne...?

Or maybe... it will be you.

The Four Great Houses
These four houses hold the most power. Except for the Rinaldi, which is in decline, all of the other houses hold two or more Lesser Houses in their control. Each is given with a little history on the house and the race. Personalities vary wildly among the people - disturbingly similar to humans. You don't have to be of a certain house to be a certain race, but it helps you get further up the ranks.

Rinaldi, the House of Silver Foxes. House Rinaldi has ruled for generations, using their magic, sixth sense, and cleverness to rule Calabria justly and fairly. It will be a great tragedy to the peasantry to see their reign end.

Avoirdupois, the House of Horses. They claim their house is the oldest and the proudest of all time. A house of honor and swordplay, they give their lives and their blades to the church of S'allumer, the largest religion in Calabria.

Bisclavret, The House of Wolves. Inventive and family-minded, you cannot insult a Bisclavret without involving their entire extended household. They were the first to implement firearms into their warfare.

Doloreaux, the House of Boars. Traditional and stubborn, they hold by 'the old ways'... spinning nature magic, farming, and the worship of the 'Great Mother'... a religion based on the earth and womanhood.

The Minor Houses
These houses serve the Great Houses with their own insight. These royal lines were put into their position by the Rinaldi kings of the past.

Aoreilles: Rabbit. They serve the Avoidupois, guarding the homeland.
Avinge: Shrew. They serve the Doloreaux, and are whalers.
Blaireu: Badger. They serve the Bisclavret. Were once servants to the Rinaldi, then the Avoirdupois.
Casque: Armadillo. They serve the Avoirdupois, but are notoriously disloyal.
Chevernaise: Goats. They serve the Doloreaux as raiders in the mountains.
Ecorcheaur: Rhino. They serve the Avoirdupois, who defeated them in war.
Esclage: Hedgehog. They serve the Bisclavret. A declining house with delusions of grandeur. Originally slavers.
Feocullan; Skunk. They serve no one. Swamp-dwelling raiders.
Fiach: Raven. They serve no one. Unpredictable.
Keylljeyder: Elk/Deer. They serve no one. Woodsy, mysterious.
Lissemanteau: Ermine/Mink. They serve the Avoirdupois. Gained their lands and title through suspect means.
Phelan: Wolf. They serve no one. Pseudo-celtic. Opposes civilization.
Plessis: Wild Dog. They serve the Avoirdupois. Conquered, reduced to serfdom.
Quennel: Squirrel. They serve the Doloreaux, who "crushed" them.
Repense: Bat/Mouse. They serve the Bisclavret. Astrology-obsessed and strange.
Screeberaugh: Wild Cat. They serve no one. They loathe the Phelan, and that loathing causes some tribes to join with the Bisclavret.
Thierry: Bear. They serve the Doloreaux. None are allowed "within the walls of Calabria" for forgotten reasons.
Triskellian: Various Races. While originally the name of a city dominated by House Rinaldi, it has been taken over by the merchants and their guilds, becoming a 'melting pot house'. Scoffed at by "true" nobility.

Note: This is meant to be a game of political intrigue and dastardly behind-the-scenes behavior. Characters with no place within the walls of civilization, or characters built solely for combat, will NOT be accepted unless they are the bodyguard, servant, or other acceptable connection to another character.

Use whatever character sheet you feel comfortable with. Humans and other races of "the world" will be accepted within reason - and backstory backing up WHY they'd be here.
 
I call the only Human on Calabria, and if anyone tries to move in on my territory, I'mma cut ya! D:< *Points finger around!*




GENERAL CHARACTER STATISTICS

Character Name: Wren Norina Rosalinda Alvetica
Gender: Female
Species/Race: Human! (Eeeeew! A fleshy!)
Age: 25
Birthplace/World: Charbriq, a VERY small country on the human continent of (INSERTNAMEHERE)
Occupation: 7th Princess to Charbriq, Professional Adventurer (it's not like they need another Princess!)

PHYSICAL CHARACTERISTICS

General Appearance: 5'2" with a small but solid frame. She is obviously female with tell-tale curves and a moderate bust-size. Her facial features are misleadingly young with fair skin and a heart-shaped face. Brown hair with no fancy coloring or cut. She favors having it braided or pulled in to a pony tail out of her face. Light blue eyes. Wren prefers wearing practical clothing like pants and vests. Nothing with a lot of billowy fabric, just in case she needs to move around or make a quick dash. She doesn't like cloaks for this same reason, choose to wear a knee length coat instead.
Strengths: Quick and springy, she's also got a good deal of endurance.
Weaknesses: Not brute-strength strong, and susceptible to illness like colds, flu, etc. Especially in a foreign land!

MENTAL CHARACTERISTICS

Current Goal/Purpose: Explore the Forbidden Continent!
Talents: Fencing, Checkers, Drawing/Painting, and being in the wrong place at the right time.
Inabilities: Deciphering thick accents, Being Serious. (Being serious is a bit awkward and uncomfortable. Better to crack jokes and pretend like things isn't a big deal!)
Fears: Fears! HA! You can't have adventure if you're afraid of things! Honestly? Demons are EVIL bastards, thank the gods there aren't any of them around here! She's also a teensy bit afraid of the dark. But only when it's pitch black dark. She's only human after all, so if she can't see it freaks her out.
General Personality: Bold, brave, adventurous! Back where she came from, someone that dared to travel around the world to see all of these new sights was someone to be admired. Wren faced dangers head on, never ran from a fight (that she knew she could win!) and always got involved. She loves people, learning things, and trying things for herself. Humans find her a little unconventional and eccentric, but she's no more crazy than any other person. On Calabria... well. That remains to be seen!
Inner Personality: Being a 7th Daughter with no expectations placed on her, it's been a bit hard on her ego. As a throw away heir, no one really needed or wanted her for anything. Toss in being one of MANY daughters, by the time she came of age, everyone was pretty exasperated in dealing with the other sisters! Wren seeks out adventure and new lands, because she's still looking for her own place in the world. Somewhere to belong and feel as if she has purpose!
Secret: Wren isn't really going to announce that she's a 7th princess. Why bother, really? It's pretty much just a fluff title! ...Unless it's going to save her life or get her out of trouble. Then it might be useful!

HISTORIC BACKGROUND

General History:
Born as a 7th daughter, Wren was able to live a comfy existence without having to worry about being responsible! So once she was done with all that boring schooling, she was free to choose her own destiny. Her desires? Discovery and Adventure! She's been to many countries, seeing different sights, rescuing damsels, saving princes, fighting witches, and it's all been amazing.

Then she heard about The Forbidden Continent. A land where animals lived like humans, talked, had societies. This sounded like THE adventure of a lifetime! Wren had to go there! So she packed up her trunk and started her voyage.


And First Post: (May or may not be depending on how things get started anyway. Had the scene in my head and had to type it. XD )
"There it is."

"Great! How long before we dock?"

"We're not docking. You're getting off here."

"Huh? Why not? What about a boat?"

"That places is strange. We never dock there. Now off you go!"

"Wait a sec-OOOAAAAAHHH!" SPLASH!

Had Wren known she was going to get chucked head first in to cold ocean water about a mile away from shore, she might have prepared better. There was a splash as her trunk landed in the water next to her. Shaking a fist up at the sailors, she made sure they got to hear all of those curse words she'd learned off of them in the past week of traveling!

Oh well. Nothing she could do about it now. Pushing her trunk in front of her, she kicked her feet to get through the water. With the waves working against her half the time it was a real struggle to swim for the beach. By the time she touched the shallows, she was already exhausted. Grabbing the handle of her trunk, she lugged it behind her until she was a good ways up on dry land before she plopped face first in to the sand.

THERE! Finally! Calabria, the continent of mystery and legend! The forbidden kingdom!

Wren couldn't wait until feeling came back to her legs and she could start exploring!
 
GENERAL CHARACTER STATISTICS

Character Name: Dar'zuul Repense
Gender: Male
Species/Race: Bat
Age: 21
Birthplace/World: Deps'holm, Calabria
Occupation: Dilettante

PHYSICAL CHARACTERISTICS

General Appearance:
mage-05.gif

Strengths: He is capable of flight while carrying a good load of stuff, or one person. Capable of echolocation, very acute hearing, immune to magic (tied to his Inabilities).
Weaknesses: EXTREMELY acute hearing, somewhat frail, immune to magic (including beneficial magic).

MENTAL CHARACTERISTICS

Current Goal/Purpose: Attain political power and clout (tied to his Secret).
Talents: Skilled astrologer, silver tongue, wealthy, detects the Fears of other characters.
Inabilities: Actual sense of 'honor', which actually IS an inability here. He also cannot cast magic at all (tied to his Strength).
Fears: Being left alone, being caught in direct sunlight, places outside the cities.
General Personality: Aloof and in-control, radiating an aura of stability and self-control. Every ounce of him is a Repense: he utilizes the Fears of others to get an advantage. His strange actions and attitudes reflect his Repense upbringing... twisted, cruel, and selflish.
Inner Personality: Deep down, he's a soft-hearted and lonely individual, very honorable in his dealings, and it actually demoralizes him to lie to others. Which is just as well: people assume he lies even when he's telling the truth. He's nervous and self-conscious about what others think about him, and really wants to make everyone happy.
Secret: Dar'zuul wants recognition from his abusive father. He has a 'tattoo stain' of the Repense symbol scrawled across his back.

Repense Symbol: http://greywolf.critter.net/images/ironclaw/houses/emblem-repense.gif

HISTORIC BACKGROUND

The seventh son of a seventh son, his birth was considered an omen of misfortune to the family. Whether or not his birth was the cause, his immediate family - mother, father, and siblings - were beset with all sorts of horrible happenings, including the deaths of five of his elder siblings. His parents lost standing with the rest of House Repense, and his father blamed Dar'zuul, forcing all manner of verbal abuse upon the boy.

Nothing he did could please his father, who forbade him to play with any other children. Dar'zuul grew up without knowing laughter or play, forced into lessons and etiquette far beyond what should have been expected of him. His father cruelly worked him too hard, while expressing that he expected the child to amount to nothing. It tore Dar'zull mentally, though his ever-pleasing attitude evolved from it.

When he came of age, Dar'zuul's mother was quick to separate him and his now-aging father - sending him out to explore the world. He got a job as an apprentice astrologer and future-teller, which he excelled at... which, being a Repense, was to be expected. After the death of the King and the coming of the political turmoil, Dar'zuul saw his chance: he would win the throne for the Bisclavret... and maybe, just maybe... make his father proud of him.
 
I am intrigued and shall get a sheet up soon
 
GENERAL CHARACTER STATISTICS

Character Name: Samantha Vorden Loright
Gender: Female
Species/Race: Fox
Age: 30
Birthplace/World:Vorden, Calabria
Occupation/School/Grade: Wife, occasionally negotiator.


PHYSICAL CHARACTERISTICS

General Appearance:
fox-03.gif

Strengths:Strangely resistant to poisons. Capable of mimicing the forms of others through shapeshifting,or even making whole new appearances from scratch.
Weaknesses: weak, stabbable organs. She's not trained to fight people. Holy weapons/magic.
More: If it makes for a nice final showdown, Samantha will be able to use her shapeshifting abilities for combat. That's the only time it would come up, as using them risks breaking her cover (which is bad)

MENTAL CHARACTERISTICS

Current Goal/Purpose:The complete breakdown of social order on Calabria. Because it would be funny. Settling for several people mentally broken or morally corrupted is an option, but not nearly as funny.
Talents:Sam is filthy stinkin' rich. She has some slightly shady leftover from when she was gaining that money, so there's a lot she can get done for the right price. She's good at manipulating people and their fears,especially if she has the time to research them.
Inabilities:Samantha cannot cast magic.
Fears: Death, exposure, her homeland.
General Personality:a somewhat seductive woman. Pretty friendly.
Inner Personality:cruel and manipulative, with the worst in store for almost everyone around her.
Secret: Samantha is actually a shapeshifting demon.
More: Should Samantha "die" while on Calabria, she is not killed for good. Rather she is merely booted back to hell, and has to spend centuries finding her way out again. This is not a fun prospect.

HISTORIC BACKGROUND

General History:Samantha was adopted as a baby by a rich old couple looking for children to manage their wealth once they died. She grew up around money, learning how to handle it and make it grow. When she was 14 she was married to an even richer husband, and they've done pretty well for themselves. The sudden, unexplained deaths of his competitors just after they were married didn't hurt. They've done pretty well for themselves, and are now one of the richest families on the continent.
It became clear pretty quickly that Samantha was infertile, so both of their teenage children are adopted. Rodrak is the son, and he is a healthy young grey wolf. Sayla is growing up to be a fine young panther.
Present Life: Samantha's husband is away trying to negotiate a trade agreement between the human lands and Calabria. She's had some partners other than him, and owns a few nice houses.

Down in the more secret section, those partners include both of her children, and the quality family time spent out in the country included training them to be sadomasochistic torturers on some unruly servants. Even if Calabria comes out unscathed from this, she'll have created two very evil children with smarts and money.


Will edit to include Alarice's servant once he gets made.
 
GENERAL CHARACTER STATISTICS

Character Name: Azhka
Gender: Female
Species/Race: Puma
Age: 19
Birthplace/World: Calabria
Occupation/School/Grade: ... Nothing you can put on a job resume!

PHYSICAL CHARACTERISTICS

General Appearance: Azhka is a five foot seven puma, lean from years of living on the streets, a tawny brown with her underparts a paler creamy color. Her tail is long and helps her keep her balance while climbing over rooftops and walking on clotheslines in between buildings. She keeps her claws and fangs sharp, her whiskers long and has a pair of pale green eyes. Her ears are small and rounded and she has a habit of cocking her head to the side as if listening to something you cannot hear.
Strengths: Fit and agile, Azhka is pretty fast on her feet and can turn corners at the drop of a dime without losing much speed. Her claws and fangs are sharp and her hearing and eyesight are excellent.
Weaknesses: Not the strongest fighter, forcing her to run from most confrontations or find another way to avoid them. She avoids bright light as it gives her headaches and can make her dizzy if she's out for too long.

MENTAL CHARACTERISTICS

Current Goal/Purpose: No long term goals, just hang out with Dar and help him out
Talents: Well-acquainted with the streets of Rinaldia; ability to craft sneaky little traps; sleight of hand, you don't want to play cards with this feline lady, she's not afraid to cheat
Inabilities: Azhka can't read and she can't write; she also can't swim and she tends to lose her temper if someone brings up her missing brother or dead family
Fears: Facing the fact that her missing brother might actually be dead; large bodies of water; cemetaries or crypts, anywhere lots of dead bodies are kept
General Personality: At first glance, Azhka seems either deaf or dumb, heck, she probably won't even look at you although don't mistake her for ignoring you. She keeps track of where people are in proximity to her. If it's highly possible for you to touch her, she'll move away so you can't. The only person she's comfortable with being in her personal space is Dar. She keeps her back to the wall and she doesn't like people breathing down her neck or being behind her. She is a controlled, level-headed and calm individual if given to bouts of restlessness which is why she makes those little traps of hers.
Inner Personality: Azhka is insecure about her looks, about her future, about her family. She's just at that age where a lot of questions surface which causes her to brood a lot. She often mulls about the past, the present, current situations (and yes, that even includes the issue of no King and the throne up for grabs), making for one serious puma.
Secret: None that she's aware of at the moment

HISTORIC BACKGROUND

General History: Azhka's mother was sickly and she never knew her father, although she suspected he died a long time ago. The mother only had two cubs, Azhka and her brother, and died during what the young puma would remember as "the coldest winter" of her life when she was about twelve. As orphans on the streets, they stuck together and managed to get by but then one day, her brother disappeared. She was fourteen years old at the time. Azhka never stopped searching for him but she's beginning to lose hope.

A few weeks after his disappearance, she met a Repense. It was late at night and she was out looking for her brother when she collided with him. Even she knew meeting a Repense in a street, alone, and late at night was a bad idea so imagine her surprise when he offered her a hand up and helped her. He even offered to see her home ... except home turned out to be the streets. So he offered her a job and she's been with him ever since.

Present Life: Azhka is still keeping Dar company, helping him out with stuff. For sheer amusement, she's learned to craft sneaky little traps out of everyday things and trash strong enough to capture someone or at the very least irritate them.

Special Historic Notes:
Age 12 - Mother dies; leaves Azhka with brother
Age 14 - Azhka's brother disappears
Age 14 - Azhka meets Dar

***
GENERAL CHARACTER STATISTICS

Character Name: Cat
Gender: Male
Species/Race: Puma
Age: 19, but he looks 14
Birthplace/World: Calabria
Occupation/School/Grade: ... If you knew what he did, he'd have to kill you!

PHYSICAL CHARACTERISTICS

General Appearance: Cat is a puma, standing at about five feet. His fur is dark golden with a reddish tint and white underparts, he has the trademark long tail tipped in white, and long whiskers, complete with the round ears. He was the runt of the litter so he still looks years younger than he actually is, fooling a lot of people. He is small but agile and quick, a puma who can sneak up and stab you in the back without a single notice. He has a pair of dark green eyes, beautiful dark green eyes, but they often have a glazed, distant look to them and people mistaken him for being blind. People do not like his eyes and often describe them as being "dead" and "lackluster." The only time they ever shine is when Sam tells him he's "made Mother happy."
Strengths: Being small Cat can fit into small places, slip through narrow cracks; he can also twist and do moves contortionists would envy
Weaknesses: He's small and once you get your hands on him, you'll find him easy to break; when he sleeps, he's prone to suffering from muscle spasms but Mother always makes that better with her salves

MENTAL CHARACTERISTICS

Current Goal/Purpose: To make Mother happy; to grant people (and ultimately himself) the sweet embrace of Death
Talents: An underhanded killer, a skilled thief, and extremely patient!
Inabilities: He doesn't blend well with "normal" society and always wears a hood and keeps to the fringes of crowds; he cannot understand love, compassion, or mercy
Fears: He fears ... immortality. Believe it or not, he's come to look forward to his death and to take that away from him, to make him immortal would be a truly sadistic thing to do.
General Personality: Cat lives to make Mother happy, in his case, "Mother" being Sam. She's his world, his life, and without her, there is no life, just the sweet embrace of death. He is quiet, he only speaks when he has to or when Sam tells him to, and he has a tendency to "creep people out." He appears to lack true emotion, he has no fear of death and would welcome it gladly ... but he can't yet because that would make Mother sad. Cat is calculating and sneaky, a pet who would do anything for his mistress.
Inner Personality: As stated before, Cat lacks true emotion. He doesn't get angry, he doesn't get sad, he certainly doesn't get caught up in the moment and make a mistake. (Of course, there are those times a perfect plan screws up but what can you do but bear it and move on.) He is a focused and determined individual with no honor to drag him down or law he is forced to obey, other than the three golden rules of never being caught, never leaving evidence, never suffering witnesses.
Secret: Cat barely remembers his past before he met Mother!

HISTORIC BACKGROUND

General History: Cat never knew his father and his mother wasn't a healthy puma. She died when he was 12, leaving Cat with only the twin sister whose name and face he no longer remembers and never thinks about. They lived on the streets and sought shelter where they could. They got by through picking pockets and stealing and the trash that others threw away.

When he was 14, Cat wandered away from his makeshift home. He met a beautiful fox walking through the streets with an armed companion. At first, he thought she meant to kill him but Sam had other plans. She offered him some candy and asked if he wanted some, perhaps more for the sister he mentioned he had. He said he did and went with her, and he never left.

Present Life: Cat has survived and persevered through Sam's "training sessions" and understands the plans she has in store. He wants to make Mother happy and bring all of Calabria into Mother's sweet embrace.

Special Historic Notes:
Age 12 - Mother dies, leaving Cat and his sister alone
Age 14 - Cat wanders away, meets Sam and is lured away by her
Age 19 - Cat is considered a "work of art" by his Mother

***
GENERAL CHARACTER STATISTICS

Character Name: Kharg Triskellian
Gender: Male
Species/Race: Chimera - wolf and fox
Age: 30
Birthplace/World: Calabria
Occupation/School/Grade: None - but he's well equipped to be someone's bodyguard and guide into Calabria!
More: Actually a Phelan, Kharg is using the Triskellian name as cover.

PHYSICAL CHARACTERISTICS

General Appearance: Kharg is a wolf-fox hybrid. Although his father was a Phelan who stood at nine feet, he levels out at standing at seven. When you first look at him, he looks like a Bisclavret, a wolf. But his tail is thicker than most and his ears have tufts of fur on them. His fur is a mottled collection of black, red, and white and his eyes are a light hazel-almost golden brown. He wears a silver necklace and on it, a large silver key with a red stone set in the center of the head.
Strengths: A fighter through and through, he's a lean, mean, killing machine who can take a hell of a lot of punishment before going down. He's got sharp teeth, sharp claws and he's not afraid to use them!
Weaknesses: Pretty heavy, after all he's got muscle under that fur, hard, strong muscle. In a chase, he's only good for short bursts of speed, not a long marathon, making it very possible for you to perform a "hit and run" strike on him and get away.

MENTAL CHARACTERISTICS

Current Goal/Purpose: Originally he just came back because of the King's death but now he's been convinced to be a fleshy's bodyguard guide through Calabria!
Talents: Well-versed in combat, hand-to-hand, armed, unarmed, short range, long range, you name it. He has a keen sense of memory and intuition that he's learned to trust through the years.
Inabilities: He will never EVER admit when he is wrong about something! He also does not apologize and he doesn't take "no" for an answer! (Well, most of the time!)
Fears: These are hard times for Calabria ... He may possibly, could very well be, just slightly, afraid of what will happen now there is no King and the throne is up for grabs! <_<
General Personality: Strong, silent, and well-experienced in fighting. He isn't afraid of fighting dirty. Give no mercy, expect none in return. Kharg's exile into the fleshy world has made him more tolerant of them in general, enough to give them sound advice should one be stupid enough to willing come to Calabria but not enough to just stick his neck out on the line for one. He does not get mad easily or betray emotions and apparently--according to one woman--he has no sense of humor.
Inner Personality: Life is a battlefield and the true victor is the one left standing, no matter what you have to do. Kharg was raised in the savage ways of Calabria and he's survival-oriented; he will do what he has to to survive. For him, it's not about the morals you hold (or sacrifice) along the way. It's about achieving your ends ... and meting out retribution with extreme prejudice when you attempt to do him wrong.
Secret: Kharg has been in exile for the past nine years!

HISTORIC BACKGROUND

General History: Kharg was the result of a Phelan wolf and a fox coupling and wound up under the care and guidance of the Phelan. He was smaller than most but he proved to be a capable and apt fighter under some of the most savage and tough teachers in Calabria. When he came of age, he was more than ready to go out and seek out his own life.

Kharg soon found himself in a city after days of travelling. He gave his services to help the law get criminals and it was there that he met a lovely woman. The story varies on what House she belonged to and some dispute she didn't even belong to a House at all!

What is known for a fact is that Kharg married her and they moved to Rinaldia but he was betrayed one night and nearly killed. Apparently his wife had left out the part about having had a lover from before their relationship and the lover had decided Kharg was an obstacle that had to be taken care of. Outraged over the loss of her lover than Kharg nearly losing his life, the wife called for help, for her husband had been murdered by a jealous ex! Kharg had no way to prove he was the husband (as he had pretty much maimed the lover and he couldn't be identified) and he quickly fled. He managed to hide and sneak his way to the beach, with only the cloak on his back, a small boat he bought, and the key he still wears around his neck and left Calabria for what he thought was good.

Present Life: Years of exile have come to an end with the news that the King has died, Kharg has returned but for what specific purpose is anyone's guess!

Special Historic Notes:
Birth - Kharg is taken into the Phelan, raised to be a fighter
Age 16 - Kharg leaves the Phelan to pursue his own life; winds up in in a city
Age 20 - Kharg meets and falls in love with another Calabrian; they move to Rinaldia after being married
Age 21 - The "One Night" occurs
Age 30 - Kharg returns to Calabria