Hul Stonebull
Hul Stonebull
Physical Description
Body Features
- Short, brown fur.
- Forward facing, white horns.
- General cuts and bruises expected of someone living in the Badlands.
Facial Features
- Long chin braid
- Pronounced brow wrinkles
Identifying Characteristics
- Copper nose ring
Physical quirks
- Ambidextrous
Apparel & Accessories
When not wearing his armor, he wears a thin, brown, cloth vest with an extremely large neck hole and tattered, brown pants, cut off at the knee.
Mental characteristics
Personal history
Having lived his life in the Badlands, one thing is abundantly clear to Hul: the strong survive. Born into a tribe of nomadic Minotaur, he grew up with the rare occurrence of the severely injured being given the choice of striking out into the wastes on their own, or providing for the tribe in death. Those that sacrifice themselves for the tribe are remembered as those who would give everything for their people to survive and pass on the strength they had in life to those that remain.
Life would be routine, until the death of a village elder. The traditional feast and merry making that accompanied passing changed Hul. In contrast to other events like this, he gained power that he could feel. He felt chains upon himself. Despite the free lifestyle of his people, they were bound to the whims of the land, and the creatures that inhabited it, so, with his newfound power, Hul set off into the world in search of greater strength so that he would never be shackled again.
Education
A very general knowledge of the world as told by village elders and what could be gathered from wandering travelers in the short time they remained in the Badlands.
Intellectual Characteristics
- Logical
- Questioning
- Understanding
- Mild tempered
Morality & Philosophy
- The strong and competent should lead
- Ritualistic cannibalism allows the dead to lead the living
Taboos
- Desecration of corpses.
- Forcing ideals onto others and vice versa.
- Being forcibly bound for extended periods of time (prison/slavery/etc.)
Personality Characteristics
Motivation
Drives himself to become better in all facets of life, as to never be controlled by another being.
Likes & Dislikes
Likes
- Reading
- Exercising
- Debating
- Not having anything to do.
- Overly opinionated people.
Virtues & Personality perks
- Temperate
- Respectful
- Values Family
- Level Headed
Vices & Personality flaws
- Slightly Self-centered
- Frank
- Noncommittal
Personality Quirks
When deep in thought, Hul will stroke his beard and stare off into the distance
Social
Religious Views
Cassisite
Immortals
Dailos, 13th, 1204
It happened. I have met with a foe that promises to whet my appetite for a greater challenge. I met the Viaken that seek to threaten the land in conflict, along side a platoon of other adventurers, and a regiment of the Krazaxian army, in battle. They fight with great ferocity and they are incredibly difficult to put down. They do not balk in the face of immense walls of fire, or gruesome divine blows, but merely charge forth. I suffered minor wounds, yet again, but I feel that was only due to providence. If I had been paying less attention, I could have suffered grievous injuries.
A short entry today. My aim is set.
Korathi's Revenge
Dailos, 8th, 1204
My first entry in this journal ended with hope for a challenge as great, or better than the first. I was sorely disappointed. I arrived to a small town on the border of Dolten, where the village chief sought assistance with wiping out a bandit leader, Korathi Shadeweaver who survived a previous group of adventurers. My company consisted of Irith (returning from last outing), Lotto Love (Lot-O Love) a Red Dragonborn, Allegro Andante (All-Eh-grow Ahn-dan-tay) a Human/Aasimar, and Kallisto (Call-ist-o), a Triton whose full name was long and intricate so I shall just leave it as Kallisto. After a short time dealing with the various shopkeepers around town, and minor conversation with each other, we ventured out to the encampment of the bandits with the help of a rather pathetic one of their previous members (I don't remember his name. He left a very poor impression). When we arrived, we discovered that the cave hideout had been abandoned, and a tribe of kobolds had taken up residence. Through insistence of Allegro, and Irith, we kept casualties to a minimum (although I expect it would have been no trouble to clear the caves through bloodshed) and learned the location of the new encampment. We, once again, set off, after stopping back in town, and came face to face with Shadeweaver. The bandit ordered his men to destroy a bridge we were attempting to cross, but I had barely stepped foot on it, so was in very little danger. Allegro, apparently, spoke to some alligators who agreed to not hinder our crossing on the condition that we returned the mount of the bandit leader to them, as a meal. The man rode into battle on a trained rhino, I had hoped they would serve a challenge, but they were swatted away almost as easily as the bandits. I suppose I'm ruining the flow of the retelling here, but there was little tension, or drama to be had, on my part. Lotto suffered a grievous injury, but I was barely scratched. Shadeweaver fell within seconds and his mount did not fare much better.
I hunger for greater challenge.
Underneath the Sands
20th Day of the Second Month, 1204
I embarked on my first- what should I call them- mission, outing, strenuous busywork? Whatever I decide to call it, I was tasked with venturing into the deserts of Majital to investigate the mysterious reappearance of a town that had long been swallowed up by the sands. The journey itself was largely uneventful, and, along the way, I was joined by a Tiefling Wizard named Nemeia (pronounced Nem-AY-uh), a Kobold named Dust (fairly obvious), a White Dragonborn named Irith Odus (Ear-ith), and a strange little thing named Uvo (Oo-vo). While en route to the village, the group decided to largely travel by night and we encountered a few zombies that were dispatched easily enough. Throughout the course of our encounter with the zombies, I allowed Nemeia to scorch me with a spell, obliterating quite a few of the zombies at the same time. Upon arriving at the recently rediscovered village, the group rather quickly discovered a sewage tunnel to a secret encampment of cultists who appeared to be worshiping some form of burning creature. Much like the zombies, the cultists were largely ineffectual, having to resort to harsh words once I had barricaded the corridor they were attempting to pass through by using myself and the body of another writhing cultist to block passage. Nemeia, once again, dispatched a large number of them with the same spell as earlier, but I was not burned, this time. Having cleared out that floor of foes, the group descended further into the compound and encountered yet more cultists along with their ringleaders. The cultists, again, put up little resistance (although they did manage to break my concentration on a spell I had cast, as well as knock out Irith), but the ringleaders boasted far greater strength and managed to knock me down! Nevertheless, they were swiftly defeated leaving only one final room to investigate. We spent a fair amount of time resting so that Irith and I might get our strength back, before pressing on. The final room was an infernal landscape of smouldering rumble and charred bones with only one visible resident: a burning fiend. We spared little pleasantries with the creature and met it in battle. It was a formidable opponent indeed, striking hard and fast, inflicting considerable wounds against me with its first strikes, but I returned the favor with a crippling blow infused with both divine and thunderous power! As the battle progressed, the creature began to unleash buffets of flame, as its life force grew dim, once again, singing my coat. Nemeia proved her arcane prowess and dispatched of the foe with little effort or risk to herself. All in all, it seemed like a rather mundane outing, at first, but the cultist's superiors made it a fine test of my abilities. I hope future outings can match this one.
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