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About LamerakeLamerake is an alternate spelling for Lamorak Appearance:
-------------------- Lamerake -------------------- Unlike some other knights, Sir Lamerake is not very clean cut. He keeps a short but ragged beard that borders his face. A long scar travels across his face, from the top right corner to the middle of his chin. His left eye is a milky white from some injury long ago. He stands a few inches taller than average but still commands the attention of most who see him. A feeling of strength radiates from him that seems to surpass what his fairly muscular body suggests he is capable of. --------------------
In the distance can be seen a red horse galloping across the grass. With a sharp whistle from her rider the horse turns towards him. The hair covering her body is a deep red that transitions to black around the face and legs. The feathering, mane, and tail in contrast are a fiery red. The way her hair dances in the breeze makes it look almost like fire trailing from the respective body parts. Araldo stands 6 feet tall at the shoulder and is about 1,200 pounds. The idea I went with for Araldo was to emulate War's horse, although a bit less actually evil. What I am going for
Backstory:
Sir Lamerake slams his tankard down on the wooden table in front of him, now empty. "And that's how I beat all thirty knights by myself" he chuckled, as if in response to the sheer absurdity of the story he just told. "Oh? You want to know how I became a knight in the first place?" he continues. He pauses before reaching for what must be his seventh ale. "Well sit tight cause that is story in and of itself."
After the fourth hit Lamerake's confidence was faltering as well as his balance. There were sure She hits harder than I thought. Several hours ago he had convinced Percival to talk to her as she walked beneath the staircase leading up to the second floor landing. What Percival was unaware of was that Lamerake was preparing to dump a large bag of flour over the railing, directly above her. Lamerake was never a fan of the nanny. He knew of course that she was not the reason his father went to war but to him, she was the embodiment of his father's absence. It wasn't long before the news of his most recent activity had reached the ears of his mother, someone who instilled far more fear than that grumpy old nanny ever could. Percival managed to warn him of the approaching danger just before she found him. The conversation that followed was very one sided as Lamerake only managed to get a word in when his mother took a break from yelling at him to breathe. This was most certainly not the first time that he had been in trouble but this time he wasn't sure he would get out of it so easily. "It was just a bit of fun, honestly. I didn't think-" She stared so intensely at him that it felt like she was burning a hole through him with her gaze. "I have had enough. Tomorrow you will be shipped off to my brother's till you learn some respect." Lamerake's heart sank. His uncle was a retired captain of the guard and had very little tolerance for anything that he deemed too inappropriate (or fun as Lamerake saw it). I can't go there. Not knowing what else to do he ran away. As it turns out, not having a plan makes it incredibly difficult to get very far. He only made it to one of the surrounding hamlets before hunger set in. Looking around he spotted the local tavern. They won't miss a loaf of bread or two he thought as he slipped inside. Sitting on a table right near the door was a loaf of bread and some cheese and right next to it a man in a scuffed suit of armor, facing away from Lamerake. He approached slowly and reached for the food but stealthiness is not a quality that he excels at. The man turned around and Lamerake froze. "What's wrong boy? you weren't tryin ta steal from me, were ya?" Lamerake looked down as if wanting to be swallowed up by the floor rather than meet the knight's gaze. "Wait a moment. You're Pellinore's son. What're ya doin here?" the knight asked as he gestured for the boy to sit down. Lamerake obliged and slid into the seat before finally looking at the knight. He spent the next hour explaining his situation to the knight over a meal that the man had bought for Lamerake. "Well if you are needin to learn some respect there is no better way than learning from a knight. Come to think of it I haven't had a squire for a while. I could take you on if you'd like." Lamerake's heart raced at the opportunity. This is much better than being sent away to my uncle's. "It's a deal" he said, grinning widely. The remainder of the backstory in short is that he is a prodigious fighter and quickly made his way to becoming a prominent knight, even saving the knight he sirved a few times while a squire. For the purposes of group cohesion (with Gawain) I would like to remove or at least edit the feud between Lot's and Pellinore's families. Maybe we can replace it with a friendly rivalry? If selected this can all be added in. Basically Lamerake is striving to be the ideal knight he can despite his legendary temper.
Carrying Capacity:
Light Load: 233 lbs or less Medium Load: 466 lbs or less Heavy Load: 700 lbs or less Lift Over Head: 700 lbs or less Lift off Ground: 1400 lbs or less Push/Drag: 2800 lbs or less Class Features:
Name (Ex, Su, or Sp): Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Maneuvers: A myrmidon begins his career with knowledge of three martial maneuvers. When he takes his first myrmidon level, he selects four of the following disciplines to gain access to for myrmidon maneuvers: Broken Blade, Golden Lion, Iron Tortoise, Mithral Current, Piercing Thunder, Primal Fury, Scarlet Throne, Tempest Gale, and Thrashing Dragon. If one of his selected disciplines’ associated skills is not on his class skill list, he gains it as a class skill. Once the myrmidon knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by myrmidons is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A myrmidon’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. The myrmidon learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through myrmidon levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A myrmidon must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the myrmidon can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he obsirves the restriction on the highest-level maneuvers he knows; the myrmidon need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A myrmidon’s initiation modifier is Wisdom, and each myrmidon level is counted as a full initiator level. Maneuvers Readied: A myrmidon can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A myrmidon must always ready his maximum number of maneuvers readied. He readies his maneuvers by performing weapon drills for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The myrmidon does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers. A myrmidon begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below). In order for the myrmidon to recover maneuvers, he must take on a defensive form as a full-round action, resetting his rhythm to continue the battle. When he does so, he recovers a number of maneuvers equal to his myrmidon initiation modifier (minimum 2) and until the start of his next turn, attacks made against the myrmidon provoke an attack of opportunity from him and he can take a 5-foot step each time he is attacked (even if he has already taken one this round). In addition, he gains the benefit of the Combat Reflexes feat, and can use his myrmidon initiation modifier instead of his Dexterity modifier for determining how many additional attacks of opportunity he can make. Alternately, the myrmidon may take a moment to focus, recovering a single maneuver as a standard action. Stances Known: A myrmidon begins his career with knowledge of one stance from any discipline open to myrmidons. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through myrmidon levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the myrmidon does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a myrmidon cannot learn a new stance at higher levels in place of one he already knows. This ability replaces the bonus feats gained at 6th, 10th, 14th, and 18th levels. Grit (Ex): At 1st level, the myrmidon makes his mark upon the world with nerves of steel and superior training. Through determination, verve, or otherwise dumb luck, the myrmidon is capable of forcing incredible feats of daring and skill through their own tenacity. In game terms, grit is a fluctuating measure of a myrmidon’s ability to perform incredible actions in combat. At the start of each day, a myrmidon gains a number of grit points equal to his myrmidon initiation modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his myrmidon initiation modifier (minimum 1), though some feats and magic items may affect this maximum. This ability replaces the bonus feat gained at 2nd level. A myrmidon spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit: Each time the myrmidon confirms a critical hit while in the heat of combat with a weapon with which he has Weapon Focus or is in a weapon group associated with a discipline he has Discipline Focus for, he regains one grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the myrmidon’s character level does not restore grit. Killing Blow with a Maneuver: When the myrmidon reduces a creature to 0 or fewer hit points with a maneuver or with a weapon he has Weapon Focus with, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the myrmidon’s character level to 0 or fewer hit points does not restore any grit. Deeds: Myrmidons spend grit points to accomplish deeds. Most deeds grant the myrmidon some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as the myrmidon has at least 1 grit point. A myrmidon can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Coat of Arms:
Link to image
Blazon;
Combat Stamina:
When you have an ability that grants you stamina points, you gain a stamina pool with a maximum number of stamina points equal to your base attack bonus + your Constitution modifier. During combat, you can spend stamina points from this pool to perform a combat trick, the specific effects of which are dictated by a combat feat you possess. Spending stamina points in this way is not an action, but you can’t do so if you are unconscious, fatigued, or exhausted. You can use as many combat tricks on the same action or attack as you like (as long as you have the stamina points to spend), but you can’t use the same combat trick twice within its scope. For instance, if you have a combat trick that affects a single attack, you can’t use that combat trick more than once on the same attack. Dropping to 0 stamina points causes you to become fatigued until you have 1 or more points in your stamina pool. You regain stamina points by resting for short periods of time. You don’t have to sleep while resting in this way, but you can’t exert yourself. You stop regaining stamina points if you enter combat; take an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or take more than one move action or standard action in a round (you can still take free, immediate, and swift actions). This reduction in your number of actions per round also effectively halves your overland speed. For each uninterrupted minute you rest in this way, you regain 1 stamina point. If you are suffering from any of the following conditions, you can’t regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned. -----------------
Two-Weapon Fighting: You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can’t reduce the penalty below 0. Weapon Focus: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn. Weapon Specialization: Once per round, you can spend 2 stamina points to gain your Weapon Specialization bonus on damage rolls with a weapon with which you don’t have Weapon Specialization. This bonus lasts until the start of your next turn.
Deeds:
Unbreakable (Ex): Starting at 1st level, a myrmidon is trained very well to protect himself against the many unnatural elements of this world where he must rely on only his wits and training to protect him from harm. He can spend 1 grit point as an immediate action to gain a +4 circumstance bonus on a single saving throw. Heroic Recovery (Ex): Starting at 1st level, a myrmidon spend 1 grit point as a swift action to recover a single expended maneuver. Man of Action (Ex): Starting at 1st level, a myrmidon can spend 1 grit point as a swift action to gain a circumstance bonus on a single Acrobatics, Climb, or Swim check equal to his class level. Ready for Trouble (Ex): Starting at 3rd level, as long as the myrmidon has at least 1 grit point, he gains a +2 bonus on initiative checks and Will saves to resist compulsion and fear effects. In addition, if his hands are free and unrestrained, he can spend 1 grit point as part of making an initiative check to draw a single non-hidden light or one-handed weapon or to draw and don a shield (except a tower shield). Utility Trick (Ex): Starting at 3rd level, as long as the myrmidon has at least 1 grit point, he can perform any of the following utility tricks. The myrmidon must declare the utility trick he is using before using the ability. Field Bandage: By using a healer’s kit to quickly dress and bandage a wound, the myrmidon can grant 1d6 temporary hit points per three character levels to himself or an adjacent creature as a full-round action. These temporary hit points cannot increase a creature’s hit points beyond its normal maximum, and last for ten minutes. A creature can only only receive the benefits of this ability for one day or until they have received magical healing equal to or greater than the amount of temporary hit points granted by the myrmidon’s field bandage, whichever comes first. This ability also halts a bleeding wound, stopping a creature from taking further bleed damage. Makeshift Tool: Should he need a tool in a combat situation, the myrmidon makes due with his weapons. He is not penalized for not having a proper tool when making skill checks in combat. Improvise Weapon: The myrmidon can use objects not intended to be normal weapons or cobble together something that can be used as a weapon. He only takes a –2 penalty while wielding improvised weapons, rather than –4.
Equipment:
Gear: 49/233 lbs MWK Sawback Longsword (4 lbs) 320gp MWK Longsword (4 lbs) 315gp +1 Breastplate (30 lbs) 1350gp Belt of Giant Strength +2 (1 lb) 4000gp Backpack (2 lbs) 2gp Trail rations x5 (5 lbs) 2.5gp Torch x5 (5 lbs) .1gp Hemp Rope 50' x2 (20 lbs) 2gp Canteen (1 lb) 2gp Cushion Insirts for Boots .5gp Chalk x15 .15 Shortspear x4 (12 lbs) 4gp -----------------
Feats/Traits:
------------ Feats ------------ Name (src): Two-weapon Fighting (1st): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Skill Focus [K. Religion] (Human F.S.): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Prodigious Two-weapon Fighting (Fighter 1st): You may fight with a one-handed weapon in your offhand as if it were a light weapon. In addition, you may use your Strength score instead of your Dexterity score for the purpose of qualifying for Two-Weapon Fighting and any feats with Two-Weapon Fighting as a prerequisite. Path of War Alertness (GM Bonus): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Combat Stamina (GM Bonus):You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost. Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess. Weapon Focus [Longsword] (3rd): You gain a +1 bonus on all attack rolls you make using the selected weapon. Weapon Specialization [Longsword] (Fighter 4th): You gain a +2 bonus on all damage rolls you make using the selected weapon. ------------
Armor Expert (Combat) - When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Blood Steed (Regional) - You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense). Maneuvers and Stances:
Disciplines: Golden Lion, Mithral Current, Primal Fury, Thrashing Dragon ------------
*Calm the Storm (Counter) [Immediate]: You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated and they must succeed on a Reflex Save (DC 12 + your initiation modifier) or be unable to target you with any other attacks this turn. *Encouraging Roar (Boost) [Swift]: All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round. Leaping Dragon (Boost) [Swift]: The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start. *Raging Hunter Pounce (Strike) [Full-Round]: The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then any remaining attacks are lost as the initiator savages the foe’s body with the remaining attacks. *Swift Claws (Strike) [Standard]: The Thrashing Dragon disciple’s skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons. Warning Roar (Counter) [Immediate]: The initiator makes a Diplomacy check opposing an opponent’s attack roll made on an ally within 60 ft. If successful then the attack is negated. ------------
Reaching Blade Stance: While you maintain this stance, your melee attacks deal an additional 1d6 points of damage, and you increase the reach of the first attack you make each round by 5 feet. The additional damage of this stance increases by 1d6 for every eight initiator levels you possess. Running Hunter's Stance: While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed. ---------------------------
Maneuvers Readied: 4
Racial Traits:
Stats +2 Strength Creature types Humanoid (Human) Size Medium Speed 30 ft. Focused Study At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Scent (When in R.H. stance):
Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Skills (5 skills per fighter level + Handle Animal & Survival):
Skills with an '*' next to them are trained only. Skills in italics are class skills. Does not account for armor check penalty. Armor Check Penalty: -1 Acrobatics 9 (DEX:2 + Ranks:4 + Class:3)
Sir Lamerake
Araldo (Light Horse):
N Large Animal Init:+2; Senses: low-light vision, scent; Perception +6 ------------ Defense ------------ AC 11, Touch 11, Flat-footed 9 (+2 Dex, -1 size) HP 15 (2d8+6) Fort +6, Ref +5, Will +1; ------------ Offense ------------ Speed 50 ft. Melee 2 hooves +3 (1d4+1) Space 10 ft; Reach 5 ft. -------------- Statistics -------------- Str 16 Dex 14 Con 17 Int 2 Wis 13 Cha 7 BAB +1; CMB +5; CMD 17 (21 vs. trip); Feats Endurance, Run Skills Perception +6 SQ ---------------------- Tricks ---------------------- Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Come The animal comes to you, even if it normally would not do so. Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character. Down The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. Guard The animal stays in place and prevents others from approaching. Heel The animal follows you closely, even to places where it normally wouldn’t go. ------------------------
Endurance - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. Run - When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. Relationships to Nobles:
While he wouldn't socialize with the nobles much, he would probably have decent relationships with dukes Lukous and Arkin. Due to hearing about her nickname and the rumors surrounding her, Lamerake would most certainly avoid Isabella. Relationships to Knights:
Out of all the knights, Sir Jonith is the one that Lamerake is naturally gets along with best. Sir Jonith and him both enjoy a bit of fun and more than likely have spent some time together. Lamerake also has a deep respect for Sir Owen in regards to his wisdom and patience. Though he is loath to admit it, he does acknowledge that his temper gets the better of him at times and he desires to curb it. He holds a special place in his heart for Sir Lady Titana. Her work ethic and desire to better herself martially is something that Lamerake shares and respects and he also finds her to be a kindred spirit in their temperament as well as martial prowess. He enjoys spending time with her and has even developed a special fondness for her, though he does not quite know it yet. Relationships to Squires:
In general Sir Lamerake tends to get along well with the squires, having been one for many years. He has formed a reputation with them of being sympathetic and kind, yet stern. Out of all the squires he gets along best with Landon and Galahad. In both he sees aspects of himself. Landon shares a fiery temper and large martial ability while Lamerake's iron will and piety is reflected in Galahad. If he were to go with one he would probably go with Galahad. The only squires that he has a fairly tenuous relationship with are Mordred and Gareth, which admittedly is more due to the family tension than his actions specifically. Relationships to Magi:
Lamerake is a bit cautious when it comes to arcane magic, a bit of a holdover from the days when Uther was king. Though he does not hate or fear it, he would not go out of his way to socialize with the magi. Relationships to Faith and Clergy:
Lamerake is a pious man and as such holds the church in high regard. He does not regularly go to church but does maintain a good relationship with the clergy and tries to practice the calues that they teach. He holds great admiration for Commander Weinheidt particularly for his outstanding morales and mastery of the longsword. Though he would never say it out loud his opinion of the grand inquisitor is fairly sour mainly due to how he butts heads with Weinheidt and the accusations of racism. |