Josephine left home at the age of 15 to marry a rich older man in Paxia and escape the boring life at the farm. Her life as Armond Wis's wife were fun. She had fancy clothes, jeweleries and all that she wanted. For a while all was good, but then Josephine began to get bored. She wanted to be free and, well, she didn't exactly married Armond for love, right?
So an idea was thought up for her husband's death, but there was one problem... If he will be found dead, she will have all his money and assets, but the local constabulary would find her and charge her for murder. Standing over her husband, who was sleeping at that moment, Josephine wandered what to do.
At that very moment, the Orcs attacked Paxia and Armond woke up in alarm. He hurried to get down the stairs to go out and help defend the city while Josephine sat home and waited for his return, hoping that the Orcs would do her work for her. But he returned, bleeding and screaming that the Orcs had took the city. All the servants run out, but not Josephine. Killing a man that was already wounded and weak was no problem and she did just that without a word.
Now, all she had to do, was to wait till the guards and soldiers will finish the Orcs and she'll be a wealthy widow whose husband was killed by the Orcs.
Everything went wrong.
The army couldn't save the city and Josephine had to run for her life. Before her estate was burned, she took what she could and escaped, leaving her husband's body to burn. When she was out of the city, she found herself a widow but with no money and assets, as everything was burned down. All that she had were a few jeweleries that she managed to bring with her.
Josephine sold them and was left with 1,500 crowns that she put in the bank of Vortex. After that, she went for Nexus Prime.
Roleplay History
Secrets :
Autumn, Era I of the Celestine Mandate, Era XIII Post Fractum
Roland Moonstar - Human Male - Older brother (29) - After many patterns that they haven't met, Jose met Roland again when she went to celebrate Hespax Day in his house
Eninia Moonstar - Kemite Human Female - Older sister (22) - After many patterns that they haven't met, Jose met Eninia again when she was in Nexus Prime
Tylag Moonstar - Kemite Human Male - Older brother (20) - After many patterns that they haven't met, Jose met Tylag again when she went to celebrate Hespax Day in Roland's house
Elroth Moonstar - Older brother (was 19 in 2003)
Ruth Moonstar - Human Female - Older Sister (was 19 in 2006)
Cousins:
Daviny Rose Moonstar - Human Female - Cousin (18)
Max Moonstar - Male - Cousin - After many patterns that they haven't met, Jose met Max again when when she went to celebrate Hespax Day in Roland's house
Leon Kraus - Kemite Human Male - Cousin (19) - After many patterns that they haven't met, Jose met Leon again when when she went to celebrate Hespax Day in Roland's house
Medaerus - Sylrosian Elf Male - Cousin (20 HY) - After many patterns that they haven't met, Jose met Medaerus again when when she went to Roland's birthday party
Arsenios
Not blood related:
Adelyn Weiss - Human Female - Josephine's husband's sister (18)
Aaris Moonstar - Medonian Elf - ?
Rioshi - Calicori Katta - (18 Eras)
Atlus Wunderhof - Giant Male
Good Friends
Friends
Neutral
Fallaner - Half human half sea elf male that Jose met in Nexus Prime. Jose likes the way he looks and talks... They went to a moonlight date.
Eko Lyhera - A sea elf female that Jose met in Nexus Prime
Viskyia Crow - Met her at Roland's birthday party
Draekial Kadrakai - Met the Dracon at Roland's birthday party
Traian C. Laitus - Met this nice-looking human in Mileswick during a political course that Roland was teaching. They've met again two months latter.
Not Friends
Isabelle (Jiala'in Veldri) - A human female that Jose run into in Nexus Prime. Isabelle had dared to call her a 'twit', which made Jose very angry.
Enemies
Color Code:
PC
NPC
Retired
Last edited by Josephine Wis; October 10, 2007 at 09:15 AM.
Usually wears a leather tunic that reach below the waist and pants with a brown belt. Josephine covers herself with a brown cloak that goes down to below the knees and on her head she usually wears a knitted wool cap. On her feet, she has plain but well made leather boots.
1 experience point to achieve Basic/Initiate
5 experience points to achieve Intermediate/Apprentice
12 experience points to achieve Advanced/Adept
22 experience points to achieve Expert/Master
37 experience points to achieve Master/Archmage
1 exp. point for a normal use of the skill in the thread.
2 exp. points for extreme use of the skill or for a training thread.
Equipment:
Uniform:
2x Dark green woollen cloak with arms and hood, white on the inside, can be turned inside out for winter actions.
2x Brown woollen trousers and shirt.
2x Leather boots
Modus Operandi:
The West Wardens are, for the most part, tasked with keeping bandits out of the way and the roads safe. Their make-up generally coincides with this, emphasizing light infantry which works in smaller groups rather than large ones.
For the most part this means groups of six with one Corporal and five Privates patrolling in circles from centralized forts and garrisons throughout the province. The patrols may or may not have horses at their disposal, depending on the terrain. If the forces faced are superior this force more will likely be called in to deal with the problem and the West Wardens will deal with it from a position of force.
The West Wardens prefer to employ ambush and skirmishing tactics, rather than set piece battles and West Warden officers are encouraged, from an early age, to use the environment to their advantage.
An individual West Warden is expected to be able to survive in the Wilderness for several brightenings without relief and patrols of West Wardens can often go for a good cycle before returning to the home base.
As an army the West Wardens are in a constant cycle of 2 and a half month. For 2 and a half month 2/4ths of the Army are stationed across the Province, with 1/4th in Nexus Prime, doing guard detail, enjoying time off and picking up new recruits and the final 1/4th acts as a flying company, situated centrally in the Province to be summoned to a location quickly if trouble arises.
Quote:
Originally Posted by Grim
Scouts, cavalry and other special forces are only available as choices once the first tour of duty is completed, basically, everyone goes through grunt training, then receives special training depending on where they want to go. If they want to continue being basically Provincial Cops they keep at it, if not they specialize and head for the Engineers or the Scouts.
Keep in mind that the foremost responsibility of the West Wardens is not to take part in battles and such, they are first and foremost provincial militia, tasked with keeping down bandits, highwaymen, orcs, and the like. This is also why you usually don't see them acting in full force, they're usually single patrols harrying bandits, living off the wilderness and the like. Unable to rely on a few hundred men, they prefer tactics of ambush and such, as it generally allows them to take down enemies with a minimum of damage to their own people. When all you have to rely on are 5 or 6 others, you're going to want to make sure they all make it back alive
Quote:
Originally Posted by Grim
20 crowns per cycle for recruits/privates.
Perks include:
Free weaponry and clothing
Free repair of weaponry and clothing
Free access to housing
Free food
Free long, soggy treks across the Province.
Free wounds
Free medical care (Thaumaturge or Druid Healing Sold Separately)
Entirely free encounters with completely genuine bandits.
Putting your life on the line, for free.
Putting the life of your teammates on the line, still for free.
Last edited by Josephine Wis; October 24, 2007 at 12:35 PM.