Nerg al'Huzar ibn Farrakesh
Nerg al'Huzar ibn Farrakesh 
Nerg is the henchman/spear carrier of one of the player characters in our current 'high-level' group. A proficient fighter trained in the use of the recurved (composite) short bow, he is the follower of our elven Grand Master in bows, in the vague hope that he can pick up some pointers and tips - preferably without getting killed.

Hailing from the desert lands of the Julzi wastes, more precisely the small town of Farrakesh, the Huzar family has always been known as a sort of wild cards, often leaving their homes for years at a time, seeking fame and adventure elsewhere. Not that it is in short supply home in the Julzi wastes, of course, as the Julzi wastes are incredibly infested with undead of varying types and power.

As a native of the Julzi wastes, Nerg is unlikely to lose composure in the face of undead horrors. Magic, however, spooks him easily - but fascinates him as well. Always somewhat prudent (some say timid), he is easy to scare away - but will usually come back in his own time, prepared for whatever spooked him. He is good at taking orders, dislikes cold, and doesn't say much.

Usually clad in his trusty studded leather armor, Nerg is fairly tall and slender (though not gaunt), and incredibly sinewy. His face is characterized by his narrow jaw and large, hawkish nose, and deep-set brown eyes. Always deeply tanned, his skin tone alone would set him apart, if it weren't for his hair style. Wearing his black hair in a long braid, the braid reaches almost all the way down his back. He usually wears a loose burnoose (outer robe) over his armor when he is in his home lands, preferring that the braid is inside rather than outside the burnoose when he travels in this fashion.

His weapon of choice is his powerful recurved (composite) short bow, made of animal sinew and horn. He does carry a large jambiya (curved dagger), like all males native to the Julzi wastes - it is a sign of their coming of age. He usually carries a short, silver studded oaken cudgel in his belt as well - just in case he should encounter some undead foes that his bow can't hurt. Though the jambiya shares the dagger proficiency, it is not balanced for throwing because of its curved shape.

For now, his best friend in the world is his horse and companion. Raised from a foal by Nerg, Scirocco (desert wind) is now a powerful stallion. Purest black, Scirocco is an exceptional quality riding horse with maximum hit points. His loyalty is Fanatic (18) if Nerg is in danger, and Nerg and he shares a telepathic bond. He will never throw Nerg - Nerg will automatically pass any riding proficiency tests while riding Scirocco.

Nerg, AD&D 2nd Ed Statistics 
3rd level Fighter (beast rider [horse] kit), AL CG, worships Itillah, Spirit of the Horse
Race: Human, Gender: Male, Age: 19, Height: 5' 10", Weight: 161 lb., Hair: Black (long), Eyes: Brown
HP: 35 [10 10 9], AC: 5 [studded+Dex], # att 5/2 / 3/2 / 1 [short bow / jambiya / other], THAC0 18
Strength: 18(18) [+1 to hit, +3 damage, wt allow 135, max press 280, OD 12, BB/LG 20%]
Dexterity: 16 [+1 Reaction adj, +1 missile attack adj, -2 AC bonus]
Constitution: 16 [+2 hp adj, 95% system shock, 96% resurrection survival]
Intelligence: 9 [no adjustments]
Wisdom: 13 [no adjustments]
Charisma: 9 [max number of henchmen 4]
Comeliness: 9
Perception: 12 [9+13+3 / 2]
Weapon proficiencies: club, dagger [jambiya, specialized 1 slot], short bow [specialized, 3 slots]
Non-Weapon proficiencies: ancient history (Mage Kings) [2, Int-1] 3, animal handling [1, Wis-1] 5, animal lore [1, Int+0] 4, bowyer / fletcher [1+1, Dex-1] 10, cooking [1+1, Int+0] 7, endurance [2+1, Con+0] 11, falconry [1+2, Wis-1] 11, horse riding [1+3, Wis+3] 18, horse training [1+1, Wis+0] 9, survival (desert) [2+1, Int] 7, undead lore [2, Int] 4.
Kit abilities: +5 Reaction adjustment when dealing with horses, can persuade rampaging horses to calm down or stay away. Has a powerful steed as his own mount, has a telepathic rapport with it.
Kit hindrances: -3 Reaction adjustment when away from his own society. Should bonded animal die, beast rider takes 2d6 hp damage and must make an ST vs spells or behave as if subject to feeblemind for 2d6 hours.
Magical items: burnoose of the desert [user needs only half normal water allowance in desert], 4 arrows of the Eagle [+1 to hit], 5 arrows of the Hawk [double normal range], 1 arrow of the Birds of Prey [+2 to-hit, double range, +2 damage]

Usual equipment: Exceptional quality composite short bow [+1 to-hit and exceptional Str on damage, SF 6, ranges 5 / 10 / 18, dam 1d6 / 1d6], large jambiya [dagger, SF 2, dam 1d3+1 / 1d2+1, no throwing], silver-studded oaken cudgel [club, SF 4, dam 1d6 / 1d3], archery glove, studded leather, water skin, leather boots, exceptional quality saddle [decorated with silver studs, worth 100 gp total], quiver of 12 silver-tipped arrows, three quivers of 36 arrows, other normal equipment for use when traveling.
Current status of henchman relationship: Nerg feels somewhat ignored. He is currently excited about being in the foreign lands, but will leave when he reaches 5th level unless his boss starts training him more rigorously in the use of bows. He might attach himself to someone else, particularly someone who takes the time to instruct him in what he likes the most - archery, horsemanship, falconry [hunting with falcons and other birds of prey], or magic.

If his boss gets his act together and starts training him more rigorously, then Nerg will be happy to stay on - for now. He does feel that after what he's seen now, his studded leather may be somewhat meagre protection, and will be searching for better protection when he gets the chance.