A Day in Varden

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  1. Calling All Heroes and Adventurers!
    Varden is in danger and needs your help!
    Evil and deadly forces at work!
    Reward: Gold and glory!
    Greetings adventurers! I am Archmage Therios of the Mage's Consortium, and my home town is in dire need of assistance. I would see to the matter myself, but alas, with power comes paperwork and I cannot afford to leave the Tower for any great length of time. Luckily for you, reader of this notice, I can instead afford to have others take care of this problem for me. Gold, enchanted items, letters of recommendation, I can provide any of these things in abundance... in return for one simple task: save Varden.

    The exact threats facing the town are unknown to me. All that is certain at this moment is that there has been a momentous and catastrophic shift in some of the major leylines and that Varden has become the center of an unfortunate phenomenon. A confluence of malevolent energies passing through the town has created a negative potentiality vortex, which I suppose means nothing to laymen. In common terms, this means cruel and evil beings will be drawn to Varden and some may even attempt to tap into this confluence directly in order to perform profound acts of dark magic. The townspeople will also very likely be influenced by this power, though there is no telling what it may do to them. I am sure you will have heard the tale of the Fall of Mithilbras, the former elvish capital that crumbled under the weight of its own hubris; few know that the tragedy that befell that once glorious city was the result of one of these phenomenon, a negative potentiality vortex caused by a confluence of shifted leylines, not their own natural arrogance.

    If you wish to help avert a disaster (and become ludicrously wealthy in the process), go quickly to Varden and seek out Tanos Vir, my apprentice. He is studying the confluence and its effects on the local populace, and hopefully he will have firm information for you by the time you arrive. So far he has determined that the leylines are slowly shifting back toward their natural state and that the dark powers will build for roughly a week more after the writing of this notice, perhaps until the night of the next full moon, and after that peak is reached the bulk of it should be burned away by the light of the next sunrise. Should any be aware of this confluence and inclined to take advantage of it, that final night will be the most likely time for them to go through with their spells and rituals. Hopefully you and other adventurers will arrive in time to stop that from happening. Your reward shall be commensurate with the number of surviving persons in the town once the danger is past.

    May the gods bless and protect you who would save Varden.

    -Archmage Therios, 1st Circle Member of the Mage's Consortium, Chair of Leyline Studies in the Ferromancer's Tower

    The above message was posted all throughout the nation of Holtania and in select other locations where the Mage's Consortium has a presence. You are one of the adventurers answering the call and will arrive in Varden early in the morning of the full moon. Assuming the information was correct, this gives you a single day to fight off whatever evil has set its eyes on this town. Do you have what it takes to save this quaint country town from the darkness that looms over it?
    • Varden is a single town in a fairly large world. It is located in the nation of Holtania, and the world itself is referred to as Ethcolan. The world is a place of high fantasy and is set in a generic medieval time period. Below you will find a wealth of information about various aspects of the world, most of which you ought to look through before making a character.
      Note that the statements of each race's notable traits are on average across the race and will not have any positive or negative effect on your character personally.

      Humans: Humans are the most populous race on Ethcolan. They are known for being extremely determined in achieving goals, highly capable of solving problems on the fly, and prone to infighting and dogmatic zealotry. There are no officially recognized sub-species of Humans despite the fact that they exhibit a wide range of differences in physical features.

      Elves: Elves are the most magically inclined race on Ethcolan. As a people they are notable for their longevity (their average lifespan is about 300 years), their natural skill in the shaping and use of magic, and their natural vulnerability to the effects of magic. Elves are the most diverse of the races, to the point that many regard various breeds of them as entirely separate races; the most common of these breeds are the High Elves (typically city-dwellers), Wood Elves, Drow (also known as Dark Elves, those who live in caves and underground), and Snow Elves.

      Dwarves: Dwarves are the sturdiest race on Ethcolan. They stand out from others thanks to their unparalleled mastery of metalworking of all sorts, their great skill in building large works (everything from statues to grand palaces), and their stubborn refusal to bow to the wishes of others. Dwarves are relatively similar in appearance as a race, but they insist that those who say all Dwarves look the same are simply blind idiots who couldn't find their ass with both hands and an assistant.

      Orcs: Orcs are the fiercest race on Ethcolan. Their physical strength is unmatched and they have a very strong connection to nature, but they are averse to any technology more complicated than a sword and tend to have trouble figuring out how to use it. They recognize three sub-groups of Orcish blood that they claim is directly related to their disposition: green-skinned Orcs are said to be more attuned to nature and smarter, red-skinned Orcs are said to be more aggressive and stronger, and brown-skinned Orcs are said to be equal parts of red and green traits. These claims are not supported by evidence, but Orcish societies often organize themselves along these lines nonetheless.

      Gnomes: Gnomes are the craftiest race on Ethcolan. They are know for being intelligent, being the best at inventing new things and scientific pursuits, and for being generally worse with magic than other races. Gnomes are also the least numerous of the races, and they are just as relatively similar in appearance to one another as Dwarves are, though they are smaller and not quite so gifted in the facial hair department.

      Goblins: Goblins are sneakiest race on Ethcolan. Aside from their skill with stealth, they are notable for their intuitive sense of the presence and workings of magic, their ability to quickly learn new things, and their physical weakness due to being the smallest and frailest of the races. Goblins can be found in all the same range of colors as Orcs, plus further shades of dark red that can appear almost black and brighter shades of green that can become bothersome to the eye. A large portion of the Goblin race is held in near slavery by the more barbaric Orcish civilizations, and it is thought that they all have ancestors that were slaves at some point.

      Half Breeds: All the mortal races are capable of interbreeding, though some pairings (like a male Orc with a female Goblin) are naturally unlikely due to size differences. They are fairly uncommon since such mixed offspring are less likely to survive and often have deformities that may negatively impact their health, and sterility and other problems with their reproductive organs are very common; Humans mating with other races tend to produce more viable offspring. Those that survive tend to have dominant features of one race with the presence of the other being less obvious, though living half breeds with a clean half and half mix of the racial features of their parents do exist.

      Scions: Though most do not consider them a race, Scions are a people apart just as much as a Gnome in an Orc tribe would be. Scions are the product of a mixing of the mortality and divinity, the child of a mortal mating with a god or one of their divinely empowered Servitors. Those that result from unions between mortals and gods of different racial stock appear as half breeds do, with mixed features of the races of their parents, but mixed race Scions are far less likely to have deformities of any kind. All Scions also have additional physical features related to the purview of the divine entity that is their parent, almost always purely aesthetic in nature and generally very easily spotted. A Scion of the God of Fire may give off a slight glow like dim candlelight that can only be seen in the dark whereas a Scion of the God of Wrath might have sharp tattoo-like lines etched into their skin. Different Scions of the same god will have different features marking them as such, unique to each of them. It is unclear whether or not being a Scion confers any godly powers or other benefits, but they are treated as a separate caste in most civilizations: some raise them as holy symbols, others revile them as abominations. Many Scions take up a life of travel in order to avoid being forced into these roles.

      The known world of Ethcolan is composed of one main continent with a few large islands and a scattering of small ones nearby. The continent is home to a variety of nations, city-states, and claimed territories that have frequent interactions and trade with one another. The islands are a bit more mysterious, as only trade vessels seem to ever bother going to them, and as such there exist only rumors of cities and nations that exist there. Below is a list of some of the most prominent nations and city-states on the main continent and what they are known for.

      Holtania: The second largest Human controlled nation on the continent, though they welcome other races openly. It is a monarchy, currently headed by King Willem Farris III, and it is best known as an agrarian society that exports a lot of food and natural resources. It is also known for being the home of the Mage's Consortium. Holtania is comprised of one major city of the same name, which is home to the nobility, that claims dominion over many villages and towns for many miles around it. They are currently at war with the Orcs of Tholkar.

      The Chain of Idris: An Elven society better known to others as the Elven Confederation. As the name suggest, it is a confederation of aligned Elven nations and city-states wherein each retains their sovereignty but they come together for the sake of trade and defense. The population of the confederation overall is predominantly made up of Elves, but others can be found here and there. Each of the member states have their own individual ideologies and ways of life, so there isn't much of a common thread to be found outside of their race. They are widely considered the second most powerful nation on the continent, and they have a bitter history with the Mactian Empire.

      Mactian Empire: A Human controlled empire, generally acknowledged as the most economically and militarily dominant force on the continent. This domination is largely thanks to their position as the leaders in the production, sale, and use of magebranded equipment. The empire is controlled by a military dictatorship, and the average citizen is held in a state just slightly above slavery in that they are not technically owned but they are indeed forced to do hard labor just to survive. The leadership of the empire despises the Elven Confederation and their allies in Alfhem, due solely to the fact that the ostensibly weaker nations have thrice pushed back conquering armies with tactics viewed as cowardly and evil.

      Valas Vorma: The underground home of most of the Drow; though they are Elves and are very close by, they are not directly associated with the Chain of Idris in any known way. It is made up of a network of caves, some natural and others carved out by the Drow themselves. Little is known about their society by outsiders because they are hostile to outsiders, but the bits that get out indicate that they are matriarchal, they rely heavily on magic, and they place less of a stigma on worshiping gods of negative aspects than most other societies. As far as any outsiders know, their caves are fully encompassed by the lands of the Elven Confederation, but of course nobody can be sure without going down there to find out.

      The Underhalls: The Underhalls is the catch all name for the vast underground complexes that most Dwarves call home. Being the grand builders that they are, these are no mere dank caves like an Elf might call home, but rather grand and wondrous halls dug into the bones of the earth. They welcome the other races (though only grudgingly when it comes to Drow, whom they tend to view as rivals and enemies) into the Underhalls and all have acknowledged the grand size and the beauty of the massive halls and rooms and shafts that burrow deep into the ground. They are ruled over by a council of elders and denizens of the Underhalls tend to place a lot of reverence in their ancestors and the wisdom that comes with age.

      The Goshen Tribes: So named after the great Goshen Plain they inhabit, the tribes are made up almost exclusively of Orcs and Goblins. They are loosely associated and move around the plains frequently, sometimes allies and sometimes enemies, and the general grouping of all tribes into one entity is neither recognized nor appreciated by them. Though they tend toward the more shamanistic and druidic sides of Orcish nature, the tribes definitely have their fair share of warriors; Goblins are more likely to be free here than in other Orc civilizations, but it varies from tribe to tribe. The tribes subsist mainly on hunting and gathering, with farming set up only around a few of their sacred locations where Orcs live permanently. Each tribe has a chieftain that runs their affairs, and the only semblance of allegiance they have toward one another is that at great need they will call a meeting of the chiefs to discuss issues of grave importance to all their people.

      Tholkar: Tholkar is home to what the racially insensitive might call the "bad Orcs." They are far more warlike, preferring to raid their neighbors for goodies rather than doing the hard work of producing things for themselves. There are plenty of Goblins to be found here, but they are without exception slaves or slaves in the process of trying to get out of the mountainous nation. Tholkar is made up of a handful of villages in the mountains, though they are all ruled by a single Orc. Their society values strength above all else, so the leader changes frequently as they are challenged and defeated by others.

      Alfhem: There are tales handed down from generations past that speak of ferocious raiders that terrorized the coasts and raided fishing villages with impunity. These were the ancestors of the residents of Alfhem, though today they are more interested in trade (which they do a lot of) and shipbuilding (which they are undoubtedly the best at) than raiding (which young men still indulge in from time to time). This city-state is roughly equally split between Elves and Humans, and rather than meshing together as other societies did they came up with a novel way to remain separate but together: a dual monarchy. There is an Elven king and a Human king, and they each rule their own kind and decide on major actions together. It does not always work out well, but they've survived decently well so far. Alfhem is a strong ally of the Elven Confederation, providing them in times of war with the naval strength that they lack.

      Skypeak: This city-state is named after the mountain it resides atop and inside. The city proper sits on the peak of the mountain and is home to the Gnomes, who are great inventors and also rulers of the city. Gnomes and Dwarves in roughly equal numbers make up the inhabitants of the cave system that riddles the inside of the mountain, though some of the other races can be found here and there. Skypeak is renowned as the bastion of science and technology on Ethcolan, drawing inventors and madmen from all corners. They trade in fine crafts, everything from compasses to marvelously carved furniture, but otherwise they keep themselves out of the affairs of other nations and everyone seems content to give them the same courtesy. Of course, those other nations lacking violent interest in Skypeak might be better explained by its intimidating defenses replete with the finest siege weaponry available.

      Valveus: Valveus is a bit of an oddity among the major nations of the continent. Rather than being made up mainly of one or two of the races, the population is mostly Scions. They come from all over the world and bring their own cultures and beliefs with them. It was founded a mere 70 years ago and is still lead by the Elf who founded it, a Scion of the Goddess of Magic who is in the third century of his life, and currently it is just the city and a little bit of land around it. Valveus attracts more than just Scions who want to live somewhere that they are the majority rather than a freak: outcasts of all sorts find their way to Valveus and never seem to leave, religious folks who view Scions as holy have flocked there, and religious people who see them as abominations have also made their presence known. It is a quickly growing city, and thanks to its position right along a major river it is becoming a trade hub. The city was ignorantly founded right by one of the minor entrances to the Underhalls, and after some tense negotiations they reached an agreement: Valveus pays the rulers of the Underhalls a percentage of all their trade activity via a tax, and the Underhalls allows Valveus to remain as it is.

      Jaka: Though it has existed for hundreds of years and has a large population, few like to speak of the city-state of Jaka. It is primarily populated by Goblins, and as such it is one of the only places where they are not just free but actually in control, but members of all other races can be found there. Word of Jaka spread through the enslaved Goblin populations and it has been taken up by them as a beacon of goodness, a promised land for those who can break free. Unfortunately, that promise died decades ago. A cabal of Goblins who practiced dark magics took over and transformed the once thriving bastion of freedom into a cesspit of murder and mayhem. It is rumored that the city-state is ruled over by a council of the most powerful mages they have, and that acquiring a spot can only be done by killing a current member with magic. Its markets stock things that would only be found on black markets elsewhere, from bed slaves to brain rotting substances, and worship of the darker gods is done openly and with high attendance. It is a blemish on the face of Ethcolan, and the only reason it still stands is that none have the mettle to challenge their profane powers.

      Kaz'Kallor: Situated at the mouth of the largest river on the continent, Kaz'Kallor is prime trade real estate. It was founded by a very prominent family of Dwarves from the Underhalls many years ago, and since then it has grown into the single richest city on the continent. The city-state is known for three things: its money, its fleet of trade ships that rival Alfhem in numbers if not in quality, and its almost constant party atmosphere. It is set up as a constitutional monarchy, with an elected council governing the workings of the city while the royal family acts as figureheads more than anything else. What is a monarch with nothing but time on his hands to do? As far as the Dwarves of Kaz'Kallor are concerned, and have been concerned for more than a century, that is a cause for celebration and festivities. The city is filled near to bursting with all races year round, and there's always some festival or party coming up in the next few days. The monarchs of Kaz'Kallor spend a fraction of their ludicrous wealth on these events, and another, larger fraction on guards and mercenaries to keep the city safe from those who would think to pluck a heavy and low-hanging fruit.

      Magic and Gods
      Ethcolan is a world of magic and gods. Both are abundant, and both are vital to the workings of the world. Magic permeates everything in the world, and as such the ability to manipulate it is quite common. Most people learn enough magic to interact with it a little bit, but not necessarily enough to cast spells; most people can gather raw magic energy and send it elsewhere, but without the training to shape it to one's will such a blast of raw magic will simply feel like a gust of air to anyone it strikes. Some civilizations have largely shunned manual labor in favor of magical labor, and their citizens tend to be trained from a young age in using magic to perform basic tasks like lifting things and manipulating tools from afar. Other civilizations view magic as holy or only for the upper class, and in those places trained magic use is of course less common. The actual mechanics of magic use differ from place to place based on how that culture decided to do magic, but there is little practical difference between the styles; a person from one place might draw in ambient magic from the world around him, whereas another might tap into an internal source of energy, but the toll on their bodies will be the same for the same spells done and they will both be able to achieve the same magical effects.

      The gods of Ethcolan are not beings completely separate from mortals. Though few in the modern era are aware of it, they are, in fact, all ascended from mortality themselves, and the majority of them have the physical form of one of the sapient races of the land. The exact means of ascending to godhood have been kept largely secret from the modern age of mortals, and no ascensions have been confirmed in the living memory of even the oldest of Elves. What is known is that each god has one or more purviews that they rule with great power (but not omnipotence), each god has a realm separate from the mortal plane that they do rule over with absolute control, and each god possesses different levels of tolerance for mortal meddling in their aspects and desire for mortal worship. The purviews of the gods relate to their relative power, with broader purviews conferring more power and narrower purviews giving less; the God of Nature is extremely powerful, the God of Trees less so, and the God of Oak even less so. The purviews of the gods range from things viewed rather positively like Love, to neutral things like Magic, to negative things like Murder; the gods of the nicer aspects are not inherently good, and the gods of the darker aspects are not inherently evil, but most mortals perceive them as such anyway. No mortal knows for certain just how many gods there are, but some facts about the vast pantheon are common knowledge.

      In practical terms, the godly prerogative for controlling their purviews means that some things are off limits for mortals to meddle with. Most of these are common knowledge among magic using communities, but there are always some ignorant or arrogant enough to try it every once in a while. It is widely believed that magic can accomplish literally anything one can imagine, if only one can gather the requisite amount of energy and cultivate the skill to shape it properly, and this tempts many people into stepping on the toes of the gods. They end up dead, without exception. However, there still remain many forms of magic that mortals themselves have deemed evil and off limits that the gods do not regulate, ranging from simple curse magic to sacrificing virgins for great power.

      Worship is an altogether more spotty affair, because each god decides for themselves what sort of worship they desire and whether or not they will favor mortals who perform it. This confusion is made worse by the fact that there are conflicting groups who claim that a certain god views worship in different ways, and the gods rarely bother to correct these errors. Despite the certain knowledge of the factual existence of the gods, the religions that worship them are built upon faith, specifically faith that they are in fact worshiping correctly and will be blessed by their chosen god for these acts.
      Gods Common Knowledge
      There are three tiers of gods. The first tier are called the Prime Gods, and they are the seven that are clearly and without doubt the most powerful. The second tier of gods do not have a special designation in common use, but in theological discussions about the tiers of godhood they are known as Middle Gods. The third tier are the Small Gods, and they are mostly gods that reign over purviews of specific things rather than wider ranges of things; they are the most numerous and least powerful of gods. Servitors, divinely empowered servants of the gods, are significantly less powerful than Small Gods, even those belonging to the Prime Gods.

      Prime Gods
      God of Time: Zeinos, a god who appears as a Human male. He is the Prime God best known to mortals, because unlike the others he actually communicates with them now and then and desires worship. It is commonly known that any worship dedicated to him will suffice, as it is the time spent that matters rather than the acts, but he is not known for rewarding mortals who worship him.

      Goddess of Magic: Idris, an Elven goddess. Many elves view her as their race's patron goddess, and their cultural history says she once walked among them and taught them how to use magic. She has been known to bless mortals with great powers and artifacts, but her reasons for doing so are unclear.

      God of Nature: Gultar, an Orcish god. He is beloved of both Orcs and Goblins, though little groves of unspoiled nature can be found in or near most every mortal settlement for the sake of worshiping the God of Nature. Though the exact parameters for it are unclear, he is the most prolific of the Prime Gods in number of mortals given special treatment or favors, up to and including absolute dominion over spans of land and every living thing on it.

      Goddess of Fate: Kiliara, a goddess who appears as a humanoid body with the fur and other features (including face and tail) of a fox. There are a handful of known gods who have such appearances, a sort of hybrid between animal and one of the sapient races, but modern societies are perplexed as to why that is. The purview of fate is misunderstood by many as supposed proof that there is no such thing as choice or free will, but the work of the Goddess of Fate is more a matter of looking at likely outcomes and guiding the world toward one of them. She has aided mortals in the past, but most scholars suspect it was simply to guide things to a particular future rather than as a reward for worship.

      God of Gods: Thanas'Atalias, a male Elf with fully silver hair, a sign of advanced age among Elves. While it is understood that he has some form of power over other gods by the nature of his purview, it is unclear just how much control that entails or how much he makes use of it. Both gods and mortals are wary of him, and he hasn't done much of anything with mortalkind as far as the general public knows.

      Goddess of Form: A nameless but supposedly female goddess who takes the form of a bear. Most mortals are uncertain what exactly "form" refers to and what her purview entails, but they do know she deals with shapeshifters.

      God of Substance: Rix, a male Goblin in form. The purview of substance is even less clear to modern mortals than that of form, but remnants of old tales suggest that he was instrumental in averting some catastrophe and is closely associated with the goddesses of Form and Magic.

      Middle Gods
      There are many Middle Gods, and some do not bother to make themselves known to mortals or only do so with certain places or races. Below is a list of those Middle Gods that are well known throughout the world.

      Goddess of Life: Granny Abigail, an old Human woman. She is an oddity among the gods for two reasons: she speaks to mortals very frequently and she spends most of her time living among mortals in a physical form rather than in her personal godly realm. In her mortal life she was the matriarch of a very large family and says that it prepared her for godhood surprisingly well, though when asked about how she became a god she demurs and refers to an old promise. She is perhaps the most beloved of the gods simply because she is easy to contact and very willing to help mortals with their troubles without demanding worship or sacrifice first.

      Goddess of Death: Sharza, an Elf, more specifically a Drow. She is regarded as one of the most powerful Middle Gods. Though many view death with fear, she is not known as a malevolent goddess. Unlike her counterpart of Life, Sharza remains in her realm (called the underworld by most) and does not consort with mortals without good reason. Many try to appeal to her to stave off their death or attain immortality, but there have been no recorded instances of success in those attempts.

      Goddess of Fire: Sana Leta, a human woman who always appears covered in horrendous, fresh burns. Of the four gods who preside over the elements, she is the most likely to be malevolent toward mortals. Like fire itself, Sana Leta is capricious and unsympathetic to those she destroys. She can be caring and nurturing one day, then the next she might incinerate any fools who do not properly worship her (a standard which changes almost as often as her moods). Most wise mortals steer very clear of her. Snow Elves are among the few who do worship her frequently, though they name her the Goddess of Warmth and have told others that it is a separate purview that she also rules over.

      God of Earth: Nazzan, a Dwarf. He bears the same name as one of the revered ancestors of the Dwarves, and the Shafts of Nazzan in the Underhalls are some of the deepest and riches mines they have; the god has neither confirmed nor denied a connection. He rules over the dirt and stone itself, in all forms including elemental earth magic.

      God of Air: Ath'dannan Shol, a massive dragon with varied grey coloration like a stormy sky. Not much is known about him other than his position and that he doesn't care at all for mortals... unless they violate his purview, of course.

      God of Water: The Tarnished Lord, a giant sea serpent with scales of bronze flecked with green. Like the God of Air, he pays little attention to mortals; unlike the God of Air, he doesn't care what mortals do with water. He has been known to appear in physical form and attack boats, particularly fishing boats, but this is rare and nobody is sure why some boats attract his ire while others do not.

      Goddess of Mind: Rinnith, one of the few Gnomish gods. The Gnomes of Skypeak praise her above all others, but most others simply place her among the unequivocally good gods. She is alternately known as the Goddess of Free Will, largely because she is the greatest champion of such that mortals are aware of: she does not tolerate anyone, not even other gods, enslaving the minds and will of mortals. Aside from those efforts, her purview also encompasses all intelligent thought and she is said to favor the smartest of mortals over others.

      God of War: Thurlock, an Orc with light brown skin. His place in the minds of mortals is even more mixed than the Goddess of Death, for some praise him as a symbol of honor and glory while others see him as an evil that ought to be in cahoots with the God of Sin. He neither favors nor punishes mortals for engaging in war or their chosen methods of fighting, but he does blatantly prefer warlike people over the peaceful. He has been known to appear in the war councils of those favored people to see what they're up to and to give advice, and there have been instances of him doing so for both sides of a conflict, though of course the winner tends to say their enemy lied about it to boost the morale of their people in the face of defeat.

      God of Sin: A Human male who has never given a mortal his name; he tells them to call him Sin. While most theologians assume the majority of gods have existed since time began, the God of Sin and his cohorts are not considered as such: they believe that these gods came into being after mortals were made in order to rule over new concepts that did not exist before mortals thought them up. The God of Sin is commonly regarded as the most evil of the gods, often being cast as the tempter and corrupter of mortals in various religions. He is known to have some level of power over lesser gods that embody various sins like Wrath and Lust, as well as a variety of other gods who are viewed in a negative light like the God of Disease, and his personal realm is known as the Court of Damnation.

      Small Gods
      The purviews of the Small Gods are numerous almost beyond count. Most are lesser and related aspects of Prime or Middle Gods, such as the Goddess of Flame that is concerned purely with the aesthetic beauty of flames. Gods of specific animals are Small Gods, and most of them have little to no interaction with the sapient races. Those races also each have a Small God, said to represent the epitome of their people, but they are not universally known even among their own kind. There is a common saying among Dwarves that explains the astounding array of Small Gods (and is usually said in a dismissive tone when someone brings one of them up in conversation): if it exists, there's a god for it.

      Servitors are the servants of the gods. They also appear as beings from mortal races, with none known that are animals or humanoids with animal features, and they are usually of the same race as the god they serve. The Servitors of a particular god are similar to Scions in that they take on physical aspects of their god's purview, but unlike Scions it is uniform across all those Servitors who work for a certain god and it is far more extreme. Almost all Servitors have wings, and that is generally the sign one uses to tell one of them from a mortal if they don't have skin of molten rock or an aura of impermeable darkness or some other such thing that gives it away before you can see the wings.

      Magic Common Knowledge
      Magic Banned By The Gods
      Certain gods have decided that they will not tolerate mortals meddling with their purview. They tend to keep a watchful eye out for any who would violate their rules and punish them severely, usually fatally.

      Time Manipulation: The God of Time deals harshly with anyone who dares to play with time. He usually does so by turning them into dust, which he has told horrified onlookers is achieved by speeding the fool's personal time forward thousands of years.

      Mind Control/Manipulation/Reading: The Goddess of Mind does not tolerate anyone fooling with an intelligent mind. Those who attempt to control, manipulate, or read the mind of a sapient being with magic will quickly find themselves confronted with a diminutive but wrathful goddess who has never been known to let an offender off the hook. She allows telepathic communication, but those who dabble in telepathy will usually receive a stern warning that appears in their own head via telepathy: go no further in mind magic or you will die.

      Shapeshifting: The mysterious Goddess of Form does not take kindly to shapeshifters, but in apparently inconsistent ways. She allows those afflicted by unfortunate conditions, like werewolves and werebears, to exist unharmed despite their changes. Those who willfully change their bodies via magic may one day find themselves faced with a giant, angry bear goddess. There are some who have stuck to very limited shapeshifting, like turning their hand into a blade, and have never been bothered by her; others attempt their very first shapeshifting excursion by trying to take on the appearance of another person and end up mauled to death. Magic scholars have guessed that it has something to do with the extent of the change, but few have been brave enough to test it.

      Necromancy: The Goddess of Death does not care if a mage wants to animate the corpse of a person or creature for their use. What she does care about, however, is the attempt to return their souls to their bodies or to steal the souls of living persons to make them more than shambling husks. The disposition of a soul is hers to control, and those fool enough to try to go against her learn firsthand just what she does with the souls of mortals. Curiously, she seems not to care about people manipulating their own soul, and as such liches remain unmolested by the Goddess of Death.

      Creating/Manipulating/Imitating Life: The Goddess of Life, as kind as she usually is, has no tolerance for those who would seek to create new forms of life without her permission. Some mages have tried and in fact succeeded in creating new animals and monsters, but they and their creations do not survive the day. She also does not allow imitations of life, such as golems made to act as if alive; mindless automatons are okay, but if they can think or speak or similar then they are imitating life and the Goddess of Life does not like it, though she is likely to give golem makers a warning and a chance to repent before being slain. There have also been attempts to combine incompatible creatures into new forms of life, and of course the Goddess of Life objects to this; the Goddess of Form is also likely to show up and kill those who attempt to create hybrids.

      Flight: The God of Air does not tolerate mortals invading what he sees as his domain. Those few lucky enough to survive his rebukes have reported that he told them that if mortals were meant to fly they would have wings, but they do not so they should remain where they belong.

      Magic Banned By Mortals
      Other types of magic have been generally declared unsavory or evil enough that none should practice them. Enforcement of such rules is very difficult when you don't have the powers of a god, and some societies are completely fine with some of these forms of magic. Generally speaking, anyone found out to be using these sorts of magic are likely to be reviled and even attacked by the average person.

      Necromancy: Unlike the Goddess of Death, most decent people dislike the idea of a mage animating corpses for their own use. Even if it's only animals, folks tend to look upon corpse violators as scum. Most nations have laws against such actions with penalties ranging from imprisonment to death.

      Curses: Though they're a very wide range of magic, people don't like curse magic. Any spell that sets a persistent malevolent effect on something might be called a curse, and anyone found using them (in the places that care) will find themselves punished with varying severity based on what sort of curse they set.

      Blood Magic: Few places have actual laws against using one's own blood to fuel their magic, but many people with fervent religious beliefs see it as sinful, particularly those who worship the Goddess of Magic and the Goddess of Life, which are of course two of the most commonly worshiped gods in the world. These believers of a magical persuasion see it as a slight to the magic that is all around the place ready to be tapped, and those who worship life dislike any sort of self harm and think using the sacred energy of life for magic is inappropriate. While a blood mage is unlike to be arrested for the act, it will turn many against them and perhaps even incite a bit of mob justice if done in the wrong place at the wrong time.

      Sacrificial Magic: Outside of the places that willingly kneel before gods of negative aspects, killing something to power your magic is seen as pure evil. It is especially insidious due to the common knowledge that the purity of a sacrifice is roughly equivalent to its power. Virgins and children are favorite targets of those who stoop to using sacrificial magic, though they can kill pretty much anything and get a goodly amount of magical energy from it as long as they know what they're doing. The lure of magic with sacrifices is its power: a novice with the know how and someone to gut could rival a lifelong master in terms of sheer power for a short while for the price of just a few minutes of preparation and a slit throat.

      Technology and Armaments
      The general technology level of Ethcolan is generically medieval. Steel is used widely to make armor and weapons, though there are more exotic metals like mithril and such to be found here and there. Ships are powered solely by sail and oar. So on and so forth. There's room for leniency here with some possible post-medieval technology existing, because the Gnomes of Skypeak can be crafty little bastards, but it'll be looked at on a case by case basis. Below are some specific explanations of a few things that will be more directly relevant to making a character.

      Fantasy Metals: Don't expect them to be all-powerful if you get them. You'll have to spend trait points to have any gear made of magical meteor metal or whatever, and functionally they'll simply offer a slight bonus over steel items.

      Gunpowder: It has been discovered by the Gnomes, but it has not been weaponized. Yet. It's currently a matter of interest in Skypeak, and ideas are floating around, but it's not quite there yet. Guns and grenades do not exist yet in Ethcolan, though luckily magic can pierce and explode things without much trouble.

      Enchantments: An enchanted item is one that a mage has imbued with a continuous effect. They are potentially dangerous and inconvenient because of this continuous nature: a fiery greatsword will always be on fire while the enchantment persists. Temporary enchantment-like effects can be achieved on the battlefield, but true enchantments are built into the object itself and last for months at a minimum; truly great enchantments are made to take in ambient magical energy to replenish themselves and last indefinitely.

      Magebrands: Magebrands are seen as a direct upgrade to enchantments. Rather than being on all the time, magebranded items have rune-like inscriptions on them that can be activated with a little bit of magic to either set off an immediate spell effect or to turn on an enchantment-like effect for a short time. Magebranded equipment from most places are somewhat rudimentary and require the user to have knowledge of the type of magic the effect is supposed to achieve so that they can shape the magic they shove into the magebrand to suit the spell; these effectively act as items that make a certain spell take less effort for a mage to cast. However, magebranded equipment from the Mactian Empire is far superior: they've discovered how to make it so completely unformed masses of magic energy shoved into the activation point will activate the magebrand, thus even totally untrained novices can make use of them. They are very restrictive about what they sell and what they keep to themselves for their military use though, so outsiders are only likely to be able to get their hands on items on the level of a standard flaming sword or sword that will shoot a small fireball rather than one that can send out a massive wall of flame that could obliterate a whole village.
    • This tab will house potentially interesting lore related to things, two big ones to start and perhaps more to come as you guys discover things about the world. None of this will be required reading, and it should not be known to your characters unless you can firmly justify why they should know it. Use your best judgment there, I'll be sure to give you a slap on the wrist if you mess up.
      On Lost History
      Transcription of a lecture by Magister Harlen Blackwell, 2nd Circle Member of the Mage's Consortium:

      The greatest mystery of our time is not what one would expect. It is not the future, which anyone with a brain can see is bleak and getting bleaker. It is not what happens to us after death, for we know that Sharza takes our soul and houses it in the underworld. No, the greatest mystery that faces us is our past.

      If you want to see a historian squirm, ask him a simple question: what was the world like two thousand years ago? Even asking about a thousand years ago will make him decidedly uncomfortable. We're fairly confident that things existed and were happening back then because gods have been heard cryptically mentioning life thousands of years in the past. We lack any real information on that for ourselves, and the gods aren't talking about it, so we're stuck.

      I call it the History Wall. It seems to be erected about ten centuries in the past, give or take a couple decades. Every once in a while we'll find something that slipped past the wall, some document or cultural memory, but it's never much to go on. Our oldest known book is just over eight hundred years old, but we've found scraps of writings we think may be twice or thrice as old. Even the Elves don't know for certain what happened beyond the History Wall, and some of them had great grandparents who lived in that time. Some suggest that the gods purposely erased evidence and memories of the past, and there is certainly compelling evidence for it.

      What we do know for sure is that about seven hundred years ago the gods, called together by Zeinos, held some sort of meeting here on the mortal plane. They agreed on something, which they've referred to as The Accord without explaining it, and somehow whatever was mangling the historical record was ended. We can form a solid outline of the history of any nation for about seven hundred years, then it starts to get muddy before being completely obscured about a thousand years ago.

      Surviving documents and pieces of oral history suggest that the time before the gods reached their Accord was chaotic. They mention great changes among the gods and fights starting for no reason. A few of them refer to something else with terms like 'the end of times' or 'the great destruction', but rather than being attempts at prophecy they seem to be speaking of something in the past. The idea is actually a frighteningly common one: it can be found among every race, in almost every religion that speaks of the past, and not only do very isolated societies speak of it but they seem to have the clearest and most consistent picture of it. All of them speak of a great conflict, a war, in which gods and mortals fought with each other and amongst themselves. I have personally attempted to find answers, I have asked the Goddess of Life and a few of the Small Gods about it, but they all refuse to speak up or claim to know nothing about it.

      And that, dear students, is why our history is our most compelling mystery. We have dire hints and scraps of information, and those who could clear everything up simply will not do so. Have any of you ever spoken to someone who survived a horrible tragedy? Many of them seem to block out their memories of it, and the rest do not speak of it in anything but vague terms. These gods strike me as such survivors. Whatever they lived through, it was terrible enough to affect the gods themselves. It smashed a hole in mortal history. It left scars that perhaps we do not even recognize for what they are. What if the God of Time's edict against manipulating time with magic was a result of actions during this great war of the past; some theorize that excessive meddling with time could do untold damage to the world, and perhaps that is the source of the History Wall. Perhaps our own cultural bans on sacrificial and blood magic come from terrible acts performed during that war. Worst of all, what if our lost knowledge means that we cannot learn from past mistakes? What if we are already on course for another great devastation and we don't even know it?

      These are the intricacies of the greatest mystery of our time. I, for one, would love to unravel them.

      The Fall of Mithilbras
      ...but that wonder and glory was not meant to last, of course. All things great and small must crumble and fade with the passing of time, and we elves know this far better than our shorter lived brethren. Alas, this lesson was not learned with grace in magnificent Mithilbras, crown jewel of the Chain of Idris. The Council of that ill-fated city of marvels grew old, and as they approached the grave they became afraid. They began delving into the dark magics, which in those days were viewed simply as unsavory rather than evil, and sought to surpass mortality itself. Most say it was pure arrogance that lead them onto this path, but others say it was that and simple mortal terror of the unknown. Whatever the cause, once they started on their dark path there was no turning back.

      Mithilbras deteriorated quickly. Citizens started disappearing, fights broke out where there had previously been only peace and joy, old grievances were woken anew. Modern mages theorize that the Council of Mithilbras opened a connection to the underworld very early on in their research, and malevolent energies from that realm seeped into ours and poisoned it. Theological reckonings say instead that it was not a matter of incidental seepage, but rather a willful release of those powers by Sharza in order to dissuade the elves from their sinful acts. Whatever the case may be, the Council's search for immortality tainted Mithilbras with darkness. The only known survivors were those who fled the city in the first week of the abominable research, and contemporary accounts from traveling merchants say that the city was locked down, as if defending against as siege, from the end of that first week until its demise. The sole surviving reputable document from those within Mithilbras at that time sheds further light on the closure: it states that the Council ordered the city barred, with none allowed to leave, for they had need of their citizens in these trying times. Other contemporary documents claim that the Council engaged in acts of sacrifice and cannibalism, but we cannot be sure of the veracity of such statements.

      What we do know for certain is the end result of that dark time: the destruction of Mithilbras and the death of all within its walls, and the land for miles around it stricken dead, never to support life again. Furthermore, we have the account of the destroyer herself, taken from the journals and sermons of a human priest of Sharza who was born thirty years after the fall of Mithilbras. Once his direct communion with Sharza was made known, elves asked him to beseech her for answers to the greatest and saddest mystery of their time, and answers she did give. At the stroke of midnight on the night of the full moon, the Council of Mithilbras performed a summoning ritual. They did not summon any of the common familiars, nor even the greater guardians or demons that powerful mages might call upon, but rather something far more powerful: they summoned Sharza, the Goddess of Death herself, into the mortal world. It was no minor summoning either, not a projection or an avatar of the goddess, but a fully corporeal manifestation.

      Sharza, through her chosen human mouthpiece, said that the Council had summoned her into a massive binding circle of great power and complexity, far greater than she would have guessed them capable of. They demanded that she give them the secrets of immortality, or at the very least to bless them personally with freedom from the binds of death. Clearly they intended to keep Sharza trapped, perhaps even attempting something so foolish as to torture her, in order to get what they wanted. This, then, was the Arrogance of Mithilbras: mortals thought they were more powerful than one of the gods, and this was their downfall. Powerful though their binding was, no mortal construct could hold a goddess against her will. She destroyed the circle, then the Council, then their grand palace, and upon seeing the taint that had infected the rest of the city she slew its remaining residents for the greater good. To drive the lesson home, she smashed the fine buildings and sturdy walls of the city into rubble, then anchored the land itself to her realm, the underworld, so that it would remain inhospitable to life for all time. It was meant as a warning to mortals, to show them why they must never attempt to meddle with the gods, and on the whole it worked: while there have been foolish attempts by other mortal races to tamper with the purviews of the gods in the past two hundred years, no such mistakes by elves have been recorded.

      Thus did Mithilbras fall, slain by the sword of its own hubris that was wielded by the Goddess of Death. The aftermath of this tragic loss echoed throughout the other cities of the Chain of Idris, disrupting trade and leaving the Elven Confederation unbalanced and vulnerable...

      - Excerpt from A History of Elvenkind, Vol. 8 by Elgas Thalien
    • First off, all the common ones: Iwaku site rules are obviously in effect, don't be an asshole, no metagaming, no godmoding, no hijacking other characters without permission, etc. You've all roleplayed before, you should know the drill.

      Do collaborative posts for back and forth exchanges between player characters instead of spamming the IC.

      Also do collaborative posts with me for interactions with NPCs. They're all mine to control, so if you want something from them you have to get it from me. For collabs with me site PMs are fine, doing it over Skype (my username on there is jorickrpg if you don't already have me added) also works, and setting up something like piratepad or titanpad or whatever is also okay if you want to do it that way. Whatever works for you.

      My GM posts will have a hard deadline of two weeks after the last one was posted. If, however, all players post before the deadline, then I'll push out a GM post earlier. The overall posting speed is mostly in your hands. Missing two rounds of posting will get your character kicked to inactive, but if you let me know beforehand that you won't be able to get a post up for whatever reason you'll be fine. I'll even work with you and let you give me a brief explanation of the action you want your character to do instead of a full post, as long as it doesn't become a regular thing.

      This roleplay is going to be a relatively short term one, with very clear major objectives to finish in order to complete it... or to not do and fail entirely. The whole thing will take place in and around the town of Varden, but don't worry too much about being railroaded: you can explore the place and find other things to do that may be rewarding, and failure is always an option. You might be wondering about fail conditions by now, and it's pretty simple: the name of the roleplay is not just for show. You have one day (IC time, of course) to be big heroes and save the town. If you fail to complete the major objectives before that time runs out, bad things happen and the decimation of the town will be very likely.

      To track the time, as well as some other fun stats, with each GM post I'll also put up a special post in the OOC. This roleplay is going to be sort of a hybrid between a normal roleplay and a video game or tabletop RPG. The status posts will track objectives with little blurbs about what you know and what progress you've made, including side quest type of things you discover, so that should help prioritize your IC time management.

      Another game aspect in play is dice rolls. Don't auto-hit enemies or assume success of actions that might fail, otherwise I might have to do some awkward retconning and say part of your post didn't actually happen. Social interaction will succeed or fail based on how you approach the person and situation rather than by rolls, but anything else with a chance to fail is fair game. If you want an explanation of the dice system I can explain how I'm doing things, but you can get by just fine without knowing anything specific about them. Oh, and just in case it isn't blatantly obvious when you look at the character sheet, the skills and traits and such will all contribute to rolls. If you want to smash things real good, maybe don't put all your skill points into cooking. Basic logic, y'know?
      Character death is purely voluntary in this roleplay. If your character gets hurt and you choose to have them die from the wound, so be it, you can do that if you want. If you do so you'll be able to make a new character to keep on playing if you want.

    • Name: Self explanatory.
      Race: See Races spoiler in the World tab for your options. If you want to play a Scion (see the first part of this post for clearer details on Scions), ask me first for the requisite details for what unique features you'd get or just leave room for editing in your appearance to add them in later.
      Sex: Your character's biological sex.
      Age: Self explanatory. All races aside from Elves age on the same pace as Humans.
      Appearance: Picture, description, or both.
      Attributes: Rank these 5 attributes from most important to least important for your character. Higher on the list means you'll be better at them, lower on the list means you'll be not so good at them.
      • Strength - deals with feats of strength and melee weapon damage
      • Endurance - stamina and resistance to both physical and magical harm
      • Dexterity - agility, dodging ability, and use of ranged weapons
      • Magic - influences use of all magic spells and ability to detect and understand magic used by others
      • Perception - ability to spot out of place things and possibly receive GM hints
      See this post for a better, clearer explanation of skills and trait points than the ones below.
      Skills: List the skills your character has, anything from fighting styles to domestic duties. You can have five 'points' to work with, and it's possible to spend multiple points in one skill. Note that as an adventurer your character is assumed to be competent with related skills, such as using their weapons of choice and riding horses and so on. Spend these points to highlight areas where your character is more skilled than the average wannabe hero running around.
      Traits/Special Gear: List anything that is more special about your character here, be it a unique ability they have been gifted with or some extraordinary armor or an enchanted/magebranded item or so on. You have two 'points' to spend here, and you cannot currently put both of them into one thing. These will be more powerful than a skill point, so use them wisely.
      Equipment: Just explain what sort of gear your character uses in a fight and what sort of magic your character can use (if any). Remember that you're not a badass world-saving hero, just one adventurer among thousands that roam the world, so you shouldn't be a master of every damned weapon ever or all kinds of magic you can think of. Keep it reasonable.
      EDIT: Just a list of equipment and magic types they're familiar with will suffice for this, but feel free to get fancy with it and describe actual fighting style stuff if you feel like it.
      Bio: Give some details on your character's history and personality, at least a paragraph.
      What is your character's motivation for being an adventurer and why did they take this job specifically?: Exactly what it says. Be as brief or lengthy as you like.

    See OOC thread OP for actual overview.

    Accepted Characters (7/8):
    Careena Strongbow - Limeypanda
    Sir Amel Nensis - Holmishire
    Esther Kaddu - Herzinth
    Marlene "Mercy" Tyr Elvarasi'in - Brovo
    Kal'Sidus - PCSutfin
    Loima - Kestrel
    Wrogan - Goldmarble

    Inactive Characters:
    Marco Chaste - Snakey
    #1 Jorick, Aug 18, 2015
    Last edited by a moderator: Mar 25, 2016
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  2. The Emerald Mercenary

    Esther Kaddu - Art by 949207 on DeviantArt

    Race: Human
    Sex: Female
    Age: 29
    Appearance: 6'1"/185cm. 148lbs/67kgs. Esther is a lithe young woman with pale skin and sharp facial features bordering on gaunt. She keeps the right side of her head sheared short, while letting the rest of her brown hair grow out in a tangled mat falling down to her shoulders.
    • Magic
    • Dexterity
    • Perception
    • Endurance
    • Strength
    • Aggressive fighting style
    • Mobile fighting style
    • Setting up/taking down camp
    • Fluent in most widespread languages
      • Literacy in said languages
    Traits and Gear:
    • Whiplash - Esther is able to channel her magical energy into her own movements, greatly increasing her speed.
    • Mimicry - The more other magic users cast spells around Esther, the more she's able to tap into the core of that magic to mimic it's effects with her own spells. This isn't permanent however, and if neither Esther or the original caster are using the magic, the intuition fades.
    Equipment: War scythe; lightning magic; short sword; armour (light mail, light plate on joints)
    Esther was born to a pair of Holtanian dyers. Poor, uneducated labourers. No more, no less. They were caring and loving, but much of their time was spent working in order to afford food, and the rest spent sleeping off their exhaustion. As such, Esther was left to her own devices for the majority of her childhood.

    Experimentation led to her discovering her knack for magic. It started out with sparks, but with practice grew to shocking arcs. Until one day when she was nine, her self-directed practice resulted in a local dog becoming fatally fried. Worried about the potential of her hurting herself or others, Esther's parents sent her to the Mage's Consortium for formal training.

    Esther spent many years at the Consortium, learning and growing her art. But as she grew more comfortable in her skill, the feeling that her ambitions were being thwarted grew. She felt stifled, that the mages around her were trying to limit her potential out of jealousy. It didn't help when she began experimenting with using her magic to accelerate her movements; those around her warned her she was drawing awfully close to the purview of Zienos and risked his personal brand of divine retribution.

    Eventually her paranoia reached the point where she couldn't stay at the Consortium and stay sane at the same time. She left to make her own way, became an adventurer as a way to both make a living as well as an excuse to see and learn about magic so far unknown to her.​
    What is your character's motivation for being an adventurer and why did they take this job specifically?: Adventuring gives Esther a way to explore both the world and her talents while still making a living. As for Varden in particular, Esther finds herself interested in studying the leyline anomaly.
    #2 HerziQuerzi, Aug 19, 2015
    Last edited: Aug 19, 2015
  3. After receiving some questions about things, mainly due to my vague phrasing in the CS explanations, I'm going to clarify the skills and traits system. I kept it vague so as to minimize talking about the roll system, but that kinda backfired so it's time for better details. Sorry for the confusion. :P

    Skills are for mundane things that your character is good at. EDIT ADDITION: After talking with Brovo about these things, think of it like this: Skills are just flat, passive buffs to things you can do, not special powers or specific special abilities. These should be skills that anyone could learn with time and practice, not things totally unique to your character. As long as it makes sense for your character to know how to do something, you don't have to include it in those skills to be able to do it decently; skill points mean you're better than just competent at the thing and will get a bonus to any rolls involving that skill use. Skills can be general like "sword fighting" or "cooking", or they can be specific like "fighting heavily armored enemies with a sword" or "cooking fish". General skill points will give you a weaker bonus to all uses of that skill while more specific skills will make for better bonuses, but only when that specific use of the skill applies.

    Traits/Special Gear points are for more specialized things, and they'll be more powerful than a skill point because they'll give higher roll bonuses or give you some kind of unique ability that'll probably be more useful than a simple roll bonus. EDIT ADDITION: In contrast to skills, these things can be more active and more like special powers/abilities your character has instead of a straight up stat boost. A trait acquired with one of these can be a super special ability that few/no other people possess, such as a Scion wanting to be a special snowflake and having something more than just some aesthetic oddity from their heritage (such as a Scion of Strength getting a strength boost) or a mage being a savant who can cast two different kinds of spells at once. These points are also used to acquire items that are magical in nature or are made of some kind of fantasy material that makes them better than steel; someone mentioned wanting to make a ranger, so this kind of point could also be used for having an animal companion that is great instead of just a normal animal. I was originally going to make you guys pick one trait and one item/possession, but I wanted to give some more freedom for customization so they were messily rolled together into one thing.

    I'm also making a change to that question about how your character fights. I was trying to avoid just asking you for a list of equipment and schools of magic your character is familiar with by making you explain it more creatively, but that's another thing that has caused a bit of confusion. Your character will be assumed competent (meaning no penalty on related rolls) with the use of all their gear and any magic schools listed there, and any skills or traits that apply will add bonuses to those rolls.
    #3 Jorick, Aug 19, 2015
    Last edited: Aug 19, 2015

  4. (Credit goes to BenWooten)

    Name: Careena Strongbow

    Race: Half-Orc (Orc Father, Snow Elf Mother)

    Sex: Female

    Age: 24

    Appearance: Standing just over six foot tall, and weighing in a whopping none-of-your-damn-business, Careena is a pale skinned woman with a muscular physique that is more Orcish than Elven, and long limbs which are more Elven than Orcish. While some would consider her a freak, for her pale-skin, dagger-sharp ears, and predatory teeth, she is still conventionally attractive: With her smooth skin, attractive curves, hazelnut hair that reaches down to the arch of her back and high cheek bones. She would be considered more than desirable by many, if not for her aforementioned 'unique-ness'. She hardly cares for the judging though, knowing how to work what she’s got, and knowing how to ignore or avoid the dissenters.

    1st - Dexterity: While she didn’t inherit her mother’s magical talents, Careena did inherit her lithe form and skills at archery. Careena knows how to move around a danger zone and how to keep her opponent full of new, uncomfortable perforations.
    2nd – Perception: Snow Elves, even amongst their kin, are regarded for their sharp eyes and sharper senses, necessary for surviving the harsh mountains they call home. Orcs are also keen eyed, needing to be able to watch out for both predator and prey. Combining the two has provided Careena with some pretty damn good senses.
    3rd – Strength: Orcs are strong by nature, forced into a hostile society that thrives on Darwinism and feats of strength. While Careena did not grow up in an Orcish society, she could have. She would have, and she would have thrived.
    4th – Endurance: Due to preferring the bow, Careena has very little focus on actually taking a hit, and more on how to avoid getting hit. She is sturdy enough to maybe take a blow from a club or two, but she isn’t going to shrug much of anything off.
    5th – Magic: Of all the things to inherit, Careena has proven absolutely talentless at magic, much like her dear da. She doesn’t much care about what she has missed out on, because it has allowed her to explore a different path to her parents; a freedom she greatly values.


    [2 Points] – Archery: Careena is an archer, through and through. She has can bull’s-eye a sparrow from one-hundred yards away, apparently. Whether or not you believe the hype, she certainly knows her way around a bow and arrow, and she certainly outranks your average town guardsman in that department.
    [1 Point] – Poison: Careena knows that sometimes, one arrow won’t be enough. Maybe the dungeon she’s looting has armoured Gnolls, or maybe there is a big, ugly Ogre in the way of the treasure. For situations like that, Careena has poisons at the ready. Normally stored in oils or rubs, Careena can apply a poison to an arrow that will either paralyse or kill a target. Obviously, the poisons are limited, and she can’t poison a lot of things, say; undead, or things immune to poison.
    [1 Point] – Animal Companionship: Careena has spent a lot of time between jobs in the wilds, hunting to survive or earn a bit of extra coin. She’s learnt to understand and track animals because of this, and has even formed an empathetic bond with a Dog.
    [1 Point] – Survivalist: Careena’s nature has forced her to become self-sufficient, and as such she needs to know how to survive outside of the comforts of a city wall. Tracking things, skinning, cooking, and knowing which mushroom adds flavour and which gives you the shits; all vital skills for one to survive.

    Traits and Special Gear: Coco – Coco is Careena’s current animal companion, and a very useful one at that. Her loyalty, heightened sense of smell and hearing, and general attentiveness make her a fantastic last line of defence for Careena, alerting her to incoming danger and protecting her as a latch ditch effort. While certainly not a fighter who can keep multiple foes at bay, she can pin a single attacker down for long enough that Careena can give it a new hole to breathe out of.

    Strongbow: Careena is more than just your average Elven archer. She is naturally stronger and sturdier than her ‘pure blood’ kin, and as a result an arrow from her is going to pack more punch. This means that an arrow loosed by Careena will do more damage, and while it won't magically pierce armour, it might be able to dent it, or at least knock them on their ass.

    • Sturdy Bow
    • Quiver of Arrows (50 in total)
    • Poison Maker’s kit, complete with 3 doses of paralysing venom and 2 doses of lethal venom
    • Leather armour
    • Rations
    • Tooth Necklace
    • Steel Shortsword
    • Skinning Knife
    • Canteen

    How does your character fight?: Careena favours good positioning in order to be able to fire off a constant flow of deadly accurate arrow shots. In groups, she will take the rear most position, generally taking the high ground if available, and start to let her bow do the talking. If she is alone, or is forced into fighting at close quarters, she has a Shortsword to fall back on, but she is not as skilled with sword in hand as with bow, and she will mostly try and get distance between herself and bad guys. If needs be, Careena won’t begrudge a ‘tactical retreat.’

    Bio: Careena was the result of a normal, romantic relationship between her mother and father; two adventurers who grew close through their trials together. While Careena was considered a strange child, due to her abnormal heritage, she was a much beloved child and the recipient of a lot of love in her early years. Both parents adored their only child, and attempted to impart their wisdom and experience to her.

    By the time she was in her teens, Careena was a skilled fighter and was looking to follow in her parent’s footsteps. She had already shown a streak of independence by choosing her own path and becoming an archer, as opposed to the Fighter or Mage that her father and mother were, respectively. At the age of 16, she went out and joined a local adventurer’s guild, and went on her first quest.

    For the next few years, Careena stuck with the small time town’s adventurer’s guild, getting quicker, stronger and keener. She eventually received a letter from her mother, informing her that she and her father were retiring; mostly due to her father’s old age. Careena saw this as an opportunity, and decided to fly from the nest, so to speak. She made her home in a city, and joined the new adventurer’s guild.

    Work came slowly, and a lot of resistance came from the guild’s top people because of her strange-ness. She took up other jobs to get by as comfortably as before, but she felt a certain disconnect from her. Soon enough, she heard tell of a job in Varden; Offering gold, fame, and magical loot. With no better jobs, and nothing inhibiting her, she set off to fulfil Archmage Therios request.

    What is your character's motivation for being an adventurer?: Gold, Fame, and a chance to become greater than the sum of her parts.
    #4 LimeyPanda, Aug 19, 2015
    Last edited: Aug 19, 2015
  5. Name: Sir Amel Nensis.
    Race: Scion, human.
    Sex: Male.
    Age: 25.
    Appearance: An athletic man with a well-toned body, though not at all stocky. His skin is unnaturally smooth and glossy; a pale near-white with thin crackling beneath a seemingly transparent finish. His eyes are a vivid blue; his eyebrows dark and curving; his face angular with prominent cheekbones, and a slim, pointed nose. Wavy locks of blond hair frame his face down to the base of his neck.

    Smells faintly of green tea—it becomes more noticeable when he sweats.

    • Attributes: Strength, Dexterity, Perception, Endurance, Magic.
      • Footwork, to slip around and flank.
      • Shield defense.
        • Parrying with riposte.
        • Shoving, either to the ground or out of the way.
      • Lie detection.
    • Porce et Lame. Enchanted sword and shield resistant to magic; Porce deflects it and Lame cuts through it.

    Equipment: Backsword and heater shield. Plate armour with chainmail and surcoat. A satchel with supplies and survival equipment; bedroll; cloak.

    Biography The son of a small god, Amel was born to a human woman of Holtania, living in the capitol. She was of noble birth, but her ties to the heritage of her family were weak and of little consequence. As such, Amel grew healthy and educated, if not particularly wealthy. His mother kept him mostly secluded from other children, but knew she could not protect her fragile child forever.

    At the age of seven, the boy was sent to act as a page for a lord kind to their family. At first, Amel was quite vocal and proud of his heritage, boasting the peculiarity of the god who sired him—however, the other pages were not as receptive as he had expected. Teasing and bullying him in part for being a scion and in part for the purview of his father, Amel of course came to resent his brothers in arms. Still, he persevered in his training and was assigned to a knight at the age of fourteen. Though not particularly compassionate, the knight chose to ignore Amel's heritage and focus on his abilities. Their relationship was brittle, but functional, and Amel was finally knighted after seven more years of service. Upon being dubbed, he was granted Porce et Lame, said to be gifted to him by his father himself.

    He continued to serve his lord for a few years, but was never given the respect he desired from his fellow knights. In order to separate himself from his comrades-in-arms, he changed his name and set out as a mercenary at twenty-three. For the most part, he guarded caravans or hunted down brigands, and never stooped to criminal work.
    Motivation: Amel has taken great lengths to suppress knowledge of his origins, and wishes to make a respectable reputation anew; saving a village seems like an ample way to renown.

    Notes: I'm uncertain as to whether or not the sword and shield should count as one trait or two—so I took the safer route.
    #5 Holmishire, Aug 19, 2015
    Last edited: Aug 20, 2015
  6. Time for another clarification, this time about how Scions work since I've gotten questions.

    Scions are the result of a mortal and a divine entity having a child. Divine entities can be Gods or their Servitors. Gods who are animals (such as the Goddess of Form and God of Air) can have Servitors of whatever race and gender you like. Gods who are of the mortal races are generally racist as fuck and only have Servitors of their own kind and of both genders, though exceptions can be made if you're super desperate to have a certain racial mix for a certain Scion that doesn't line up with what I have. If you want to be the Scion of a god I didn't list in the world info, you can absolutely make up the basic details (purview and race) of one and I'll probably accept it.

    Scions do not get any special powers (unless you want to be a special snowflake and spend a Trait point on it). There is no real difference between having an actual God or Goddess for a parent and having a Servitor for a parent; either way it's just a teeny tiny spark of godly power that went into the conception of the Scion, and either type of divine entity can provide it. The exact appearance altering aspect of a character's Scion blood is determined by the associated God's purview and nature as well as the race/racial mix (and my whims at the time I'm asked about it). For example, when I decided on the appearance oddity for a hypothetical human Servitor of Form mating with a mortal human, it came out as having thick black body hair almost like fur; neither of the parents had animal stuff going on, but the Goddess of Form is a bear and that was the manifestation of her power in the Scion because magic > genetics.

    Here's hoping my descriptions of other things were clear enough that I won't have to clarify anything else. 8D

    Your safe route with the items was the correct one. Just know that as described they will operate differently, which is a large part of the reason why they count as two trait points. The shield will have a chance to defensively deflect spells with no real offensive use, and if deflection fails then it'll hit as if you just had a normal heater shield. for the sword if you hit a spell with the sharp blade you'll have a chance to tear the spell apart altogether and diffuse it, but if you miss slicing it or it hits something other than the cutting edge or it fails to work on the spell then it's going to keep on working as normal; the bonus here is that you'll have a chance to mess up passive spells that are just hanging around (like illusions and stuff) by slashing them. If you would prefer to have another trait point for something else I'll allow you to make them a set with just the passive deflection chance on both for a single point.

    Also, I see you took the liberty of adding an extra little thing related to Scion stuff. I'll approve it because it amuses me.

    Your sheet looks fine for approval if you choose to keep your trait items as is, so I'll go ahead and throw you on the approved list. Just let me know if you tweak it so I can look over whatever new thing you do.
  7. "Sharza bless me for I have gifted upon you an agent of death. He is amoral and apolitical, a mad dog on the hunt for coin and conquest with no care; The perfect mercenary. Sadly the dog is now without leash, an unstoppable disaster of my creation. A weapon I have raised as such since before he could want for the joys of man. It is only fitting in how I have stolen his childhood that he should aspire take the lives of others. Oh Sharza bless me, for when you ferry men who curse Marco Chaste into your dark realm, know it was I who ultimately orchestrated their demise."
    - From the journal of Aron Grunwalder, Commander of The Blacklung Crew.​

    Name: Marco Chaste
    Race: Human
    Sex: Male
    Age: Twenty-eight

    1. Magic: Coming from a non-magic family of actors Marco's magic abilities are strange and at times even crude, but there is no denying his great potential.
    2. Endurance: Marco's slight appearance belies an unexpected ruggedness and many an arrogant brute has found the musician an unexpectedly hard target.
    3. Strength: Strong enough for most things. He's not going to win any competitions anytime soon, but it would be wrong to call him weak by any measure.
    4. Dexterity: Aside from his impressively dexterous fingerwork, Marco's overall grace is often compared to that of a mad steer through a pottery shop.
    5. Perception: A bluebird's song, a shining gold coin, a pair of fine bosoms; All of these and more will attract the aloof drummer's attention before he dares to actually pay heed to what's needed.
    • Rolling Thunder: Marco's angry and aggressive drumming dominates any battle he may partake in. The hard pounding of his mallets crashing like an angry thunder god brought to earth. This alone may frighten the weak of heart, but a little magic exaggerates the effect greatly. (Increased effect of fear magics.)
      • Phantom Giant: Sometimes just being loud is not enough to frighten a more bold opponent. In this case it's better to mess with their mind, with strikes that sound like a hooves of charging cavalry or the footfalls of some phantom giant. (An even greater effect on fear magics.)
    • Tireless: Physically active every since he was a small child, Marco seems to possess boundless energy. Running, fighting, playing; None of it ever seems to drain him for more than a couple minutes. (Increased Stamina.)
    • Swordplay: A good sword fight is harder to imitate than one might think, especially in a society where real sword fights actually happen. It is not much of a jump to go from faking stabbing a brigand and actually stabbing a brigand. (General bonus to fighting with swords.)
    • Born Actor: Acting is really just the practice of lying for entertainment. Bluffs, cons and other knavish pursuits just come to actors naturally as an extension of their craft. (Bonuses when attempting to lie, bluff or otherwise convince someone of something they won't believe.)
    Traits and Gear:
    • Unleashed: Not a trained magician by any means, Marco learned to control his magic abilities through practical experience alone. As such he doesn't know his true limits and occasionally exceeds them for unknowable results. (When using his drums to cast a spell there is a random chance the effect will be heightened, potentially to a disastrous degree.)
    • Cross beat*: A very skilled drummer, Marco can play a simpler secondary beat alongside a more complicated one. While useful for most musical pursuits it is doubly helpful for Marco as it allows him to essentially double-down on his casting. (Can play a Cross beat, an often weaker version of a spell he could normally cast, while casting. See Fighting Styles for more specific information. Only works with drums.)
    Equipment and Magic:
    • Equipment:
      • Orcish War Drums
      • Drumming Mallets
      • Steel Sabre
      • Camp Knife
      • Fine Wooden Flute
      • Chainmail Shirt
      • Traveling Clothes
      • A Small Collection of Music Books
    • Magic:
      • Battle Anthems
      • Acoustic Artillery
    Fighting Style:
    • Battle Anthems are melodies focused on providing boons to allies and disabling enemies. Unlike similar magics, Battle Anthems are only in effect as long as they are being played, their effect ending the second Marco stops playing with no lasting effects. This could tentatively be called Marco's primary "school" of magic. Cross Beat has the most effect with Battle Anthems, with essentially all of the possible melodies allowed to take advantage of its effect. Examples of Battle Anthems include:
      • Inspiring ballads that boost ally's confidence and lust for combat.
      • Disparaging dirges that fill enemies with regret and other unsavory emotions.
      • Marco's personal favorite, beats of terror that, well, terrify and send foes scattering.
      • A plethora of other things, if an emotion can be exploited for a greater effect a Battle Anthem can be made for it.
    • Acoustic Artillery is the strange practice of using sound offensively. It is Marco's preferred form of attack and he will often let lose a sonic barrage should his allies not be in dire need of boon support. Cross Beat has a much less profound effect with Acoustic Artillery as most spells are instant and don't benefit from any passive effects. Uses of Acoustic Artillery include:
      • Localized deafening of foes.
      • Rolling rumbles that shake apart small or unstable structures.
      • Thunderclaps that shatter glass and eardrums alike.
      • Cataclysmic cannonades that breaks bodies and sends them flying.
      • And, well, a whole lot more. If noise can be used offensively Acoustic Artillery accounts for it.
    • As an overall note on spells, Marco can cast with any instrument he is proficient with. Though he loses the effects of Cross Beat and many of his skills if he does not use a drum.
    • Though he prefers the back line he is no stranger to the front and will press his sword skills into use. While not a dedicated fighter by any stretch, he is no push over and can hold his own for at least a bit against most opponents. If in a particularly harsh bit of trouble where he finds himself without his sabre he could attempt to fight with his knife, though he may just be better off turning it on himself at that point.
    Bio: Born to a couple of actors in a travelling troupe, Marco's life was fraught with adventure from the start. Even if most of that adventure was make-believe. From an early age he was drafted in the plays along with his half-dozen or so siblings, child actors being in high demand as the infamous play Whom Does The Dragon Prey had taken off with a wild, disturbing popularity. Marco took to the craft with a wild enthusiasm. Barely out of the crib he was emoting with the best of them an even earned himself the lead role in The Boy Knight not much longer after he discovered the correct use of a latrine. His popularity grew well into his adolescence, and he continued to ply his craft.

    Marco's parents were just giddy at how well the boy had taken to their trade, most of their children had been turned off the whole thing after their forced entry and some of the older ones had already gone and run off. In appreciation the boy was showed in gifts and baubles, the most striking of which was a pair of garish orcish war drums. Most would have taken it for a neat curiosity, something to show your friends how well traveled you were. Having no friends and, well, being fourteen, Marco had to be content with actually learning how to play the thing in his free time. One would think that such a primitive instrument would prove to be simple and crude, but as the boy quickly figured out, it was anything but. The range of tones the drums could produce was surprising and it took quite a bit of practice to get a decent, listenable beat and even more to get something that could be called good. No one saw Marco's play with the drum as anything strange, as the average player held at least a couple of strange hobbies.

    His avocation payed off when a new play was introduced to the troupe. It was a common enough fair, The Tholkar Farce had seen a rise in popularity in Holtania they felt it was high time they got in on the action. Marco was a shoe-in for the moderately important part of the shaman, who wildly beat a war drum to cast his dark magics. When the night came all did not go well. Marco, skin painted red and decked out in tribal garb, began feverishly beating his drum when his part came. Adding his own flair, the crowd was soon cheering him on whenever his part came, even when he tried really hard to establish he was the bad guy. By the time they got to the end battle he had completely won over the audience and it was kind of awkward when it came time for him to lose. Taking advantage of the adoration he decided to break script and just went on a mad solo ending with a bang. Literally.

    With a roaring thunderclap what was very liberally called a theater exploded sending bits of wood, cloth and people in all directions. The youth stood surprised as all he ever knew was simply and utterly destroyed. Well, not so utterly, Marco managed only to kill two unfortunate folks who got struck by some debris and just left the rest angry and partially deaf. His parents, among the living, where at a loss at what to do with him and sought out a local wizard in which he would apprentice under. Marco was not down for this, a regimented life under the thumb of an old creepy magician was not something he looked particularly fondly towards. So, predictably, he ran away.

    Marco quickly found himself scooped up by a band of mercenaries, The Blacklung Crew, who took the drum-wielding vagabond in as a sort of mascot. At first they simply enjoyed his playing at parties or something to listen to during long marches, but multiple accidents later they glimpsed his true potential and questionably decided to include him in battles. At first it went poorly, the wild nature of his unusual magic combined with the fact he was a child proving to be a recipe for complete chaos as seemingly random explosions of sound rocked the field, affect both friend and foe. As time went on the ever-optimistic commander kept forcing the boy to fight, eventually Marco gained a modicum of control over his power. He learned how to reign in his power to inspire allies or discourage enemies, although the commander saw how this could easily violate laws on curses he kept encouraging the boy on and on leading to greater and greater heights of power.

    After eleven years of service Marco eventually left The Blacklung Crew in search of personal glory and wealth. He felt weighed down by the company, having far outstripped most of his fellows in usefulness yet only receiving their feeble pay. He sought to ply his magics elsewhere, where he could charge what he deemed his worth and no longer have to answer to anyone but himself and his client.

    What is your character's motivation for being an adventurer and why did they take this job specifically?: Marco always traveled, it's all he's ever known really, and his talents fit him well for adventuring work. Whatever feeds him by the end of the day. As for saving Varden, well, who could resist the vague promise of "Gold and Glory" for only a single days work?

    *Yes, I know this is not what Cross beat actually means.
    #7 Snakey, Aug 19, 2015
    Last edited: Aug 24, 2015
  8. Name: Marlene "Mercy" Tyr Elvarasi'in. (Mar-leen Te-er El-va-ra-si-een.) (Mercy is her nickname. Read below.)

    Race: Half-Breed. (Half-Human, Half-Elf.)

    Sex: Female.

    Age: 25/Twenty Five.

    (Couldn't find a confirmed source. Much sad, very good picture. Artist deserves credit, whoever they are.)


    • Magic - "This is what I've trained my whole life to do, why would it not be my most significant priority?"
    • Perception - "The best way to avoid trouble where I was from, was to see it coming first."
    • Endurance - "The burden I carry to help others is a heavy one, and I am used to its weight--though it still hurts, from time to time."
    • Dexterity - "I was... Never really all that good at getting out of trouble... If I ever did fail to notice it."
    • Strength - "Between my magic and nature, I doubt I shall ever wield the strength of even a simple guardsman."


    Weakling Flower (Rank 1): "Sometimes it's better to just fade away. You learn how to do that if you don't want to be used as meat on the streets of Jaka."

    Whether it be from her Elven ancestry, or years of avoiding the sex trade, she's learned how to avoid looking threatening or even remotely interesting. In combat, so long as she isn't using any magic, enemies will tend to overlook her for more threatening targets.

    (Unless she uses magic, she will appear less threatening and weak to enemies.)

    The Benevolent Healer (Rank 1): "From the eldest to the youngest, the richest to the poorest, there is no discrimination in the face of compassion."

    From years of practice, Marlene has grown rather apt at the art of healing by magic, and has small but noticeable bonuses in the art of doing so. Given more time, this could really grow into a miraculous talent--assuming she doesn't spur the wrath of the Goddess of Life at some point in her life and get herself killed.

    (Small but omnipresent bonus to all healing using magic.)

    Barrier to Pain (Rank 1): "Sometimes, pain is caused by a malevolent force... I cannot allow this to pass against those who stand beside me!"

    Marlene has learned that combat and conflict is simply part of her life as an adventurer and wanderer, and has spent many a day practicing the speed of casting barrier. She can cast it faster and stronger, making barrier one of the strongest spells in her arsenal.

    (Bonuses specifically to barrier spells.)

    Steel Will (Rank 2): "I cannot allow my allies to fail! Ever!"

    Hours, and hours of practice.

    (Even more bonuses specifically to barrier spells.)

    The Best in Everyone (Rank 1): "If I can see the best in someone, maybe one day, they can too."

    Marlene's affectionate nature and attempts at maintaining optimism is expressed perfectly in how she boosts the stats of allies.

    (Bonuses specifically to her blessings for allies--stat boosts for allies.)

    Traits and Gear

    The Bringer of Mercy (Rank 1): "I've seen far too much pain to stand by and do nothing for the innocent, the poor, the sick, and the needy. Though it take the sum total of my life, I will save as many as I can... Now, if only I could convince them not to tell their friends..."

    Marlene, try as she may, cannot prevent rumours from spreading about her kindness in these trying times of pain and suffering. Though she tries to avoid doing so, Marlene can use her looks, charisma, and reputation for working impressive acts of healing and compassion to her advantage. Specifically to soothe allies, and cause opponents with any sort of morality & sentience to be plagued with doubt if they try to stop her--doubly so if it would involve injuring or killing her.

    (Can use her reputation and soft looking nature to better manipulate the emotions of those around her. After all, who wants to butcher the medic?)

    Life Battery (Rank 1): "Sometimes, I need a little extra power... This will keep me on my feet for however long it takes. Even if it hurts me, the burden is worth it to see another smiling, healthy face."

    A stolen, enchanted item from her past, which she kept on herself the moment she discovered what it does. It's a simple trinket that stores magical energy by converting one's life force into magical power and keeping it contained. This allows her to draw on larger reserves of mana to boost the power of a spell, or cast more spells overall. While it's recharging, it subtlety and slowly takes life force from the one carrying it. This leaves Marlene with a pale expression and causes her to become easily exhausted if physically exerting herself. If surrounded by the recently dead, it will take whatever remaining life force is within them first to feed itself instead.

    It was likely made for use on a battlefield or by necromancers, but Marlene has retooled its inherently dark uses for benevolent causes.

    (A magical battery in the form of a gemstone which she keeps on a necklace, which increases how long she can last in a fight. It can also be used to increase the strength of her spells beyond normal, though that's generally never a safe practice. It recharges itself passively via slowly draining the life force of its user and the recently deceased in an area.)

    How does your character fight?
    • Uses healing & blessing magic primarily, and is trained in it subsequently. Here are some of the things she can do.
      • Heal wounds, obviously. Healing rapidly in combat is more draining comparatively than doing it slowly outside of combat.
      • Put up barriers to protect allies from physical or magical attacks, though magical attacks can feedback through the barrier and cause her injury via that feedback. These barriers typically surround a person like a bubble, but they can also block off small entrances. The stronger the attack, the harder it is to block, and if she attempts to "snap barrier" someone, she's likely only going to stop part of the damage.
      • Boost the success odds of the actions of her allies via blessings. Think along the lines of making someone hit hard, or move faster. These boosts are always short lived, never lasting more than a minute in combat. The greater the boost, the more it drains from her.
    • Light manipulation magic. Though technically tied to her healing magic, this is purely secondary to her healing.
      • Light up her hands or light up reflective materials (ex: metallic armours, blades, mirrors, et cetera) to make them difficult to look at without hurting one's eyes.
      • Create small balls of light to illuminate dark areas. Can be thrown at enemies to blind them, if it manages to hit their face. If it hits anywhere else or misses, it does nothing. After all, light has no mass.
    • A simple traveling staff. It's made out of simple, common oak, and doesn't particularly serve much of a purpose beyond helping her hike around uncomfortable trails. In fact, it would probably break under the weight of any weapon colliding with it. In fact, if you haven't caught on by now that Marlene doesn't do melee, you're hopeless and not even Marlene will be able to save you from the death you will bring on yourself.
    • A frying pan as part of her camping set. Yes, it does ding when it hits things. It is, however, more useful with her light manipulation magic. She's lost frying pans using them as flash grenades to cover her escapes before. It's a tragedy every time--frying pans are really expensive.


    Biography: Marlene was born under multiple unusual circumstances--her father was a human, and her mother was an elf. They loved each other very much, and lived in Jaka. Though the goblins tolerated their presence, there was little to contain the malice toward her family. Her mother perished in childbirth due to complications between the species, though her father believed it to be the fault of a bitterly jealous man named Rovog. He had no evidence to prove it--not that it would have mattered much--and Marlene ended up living with a single parent until she was three years old. Her father then got involved with another woman, this time a human, and they had two more children together. While her stepmother never hated her, the two never really saw each other as family. They stuck together for survival and little other reason than that.

    In spite of her heritage--or, perhaps because of it--Marlene grew up with little in the way of deformities. She was pretty, and cared for well, thanks to her father being a conman who ran rigged gambling tables rather well. Her father would regale her and her two siblings with tales of chivalry, romance, and war--all fake, of course, but nonetheless quite inspiring for children. He didn't want them to follow in his footsteps, as his was a life of constant danger for little more coin than what provided for survival. Naturally, one would want better for their children. Though one of her siblings took this to mean becoming a brutish, thuggish, borderline illiterate thug who treated women like damsels in distress, she took it to mean something else entirely.

    Through a few generous donations from her father, she got her hands on books of knowledge--about magic, and the world outside of Jaka. She studied, and practiced, on and on. One day, a cat in her neighbourhood was injured, and she took to healing it as a young teenager. Though most of the neighbourhood was cheered up by the act, there was one man who was watching, who had a rather sinister twinkle in his eyes. Rovog had never left, he had been watching, waiting for the daughter of the woman he wanted in his whore house to grow just old enough to be worth selling to his customers. Yet, now, there was something entirely more she could do--a far more lucrative enterprise, at that.

    So in the middle of the night, without warning, rhyme, or reason, Marlene's home was broken into. She was stolen away from her family, and though they tried to fight off her kidnappers, one of her father's arms was broken, and that stunned the family long enough for Rovog to get what he wanted. The orc, predictably, was a fat, brutish thug. Instead of immediately breaking Marlene in like he would usually do, he instead threw her into the back of the whorehouse, where several of the other working women were staring at the floor in silence. He put her to work healing them, and left her with another healer. This healer, however, was dressed in dark robes, and carried a gem around on his neck that held a faintly reddish glow. Marlene did what she could, but her strength was not enough. The other healer, however, kept holding his gem close to her, and each time he did, it glowed brighter, and her magic worked better.

    Before she could finish healing even half of the whores in the room, her two siblings broke in through a back window. They fought valiantly, and she tried to protect them, though at one point she was forced to bring a barrier up for herself. The barrier only partially worked, and she has a brutal, large scar across the back of her right hand, from where an axe embedded itself deeply. One of her siblings fell dead in the fighting, though the whores had been freed. Marlene knew what she had to do: If she stayed, her family would be put into further danger. Despite the protestations of her chivalrous sibling--that she should stay and help her father first--she wrapped her hand up, grabbed what few things she could, and fled the town.

    Rovog, predictably, was pissed: There was now two generations of Elvarasi'in who had slipped out of his grasp, and one had just done serious damage to one of his more popular gentleman's establishments. He put a bounty out on her head--nothing too extravagant, but sufficient that bounty hunters were always looking for her. It was likely that if she had stayed silent, they would never find her. This was not in her nature however, and she instead continued performing acts of healing and charity wherever she went--just like she had the cat earlier in her life. She constantly had to move from place to place, as the moment her allies learned there was a bounty on her head, they would inevitably turn and leave rather than help her face off her pursuers. Over the next couple of years, she gained the nickname of "Mercy", the wandering heroine of compassion and care. She was nowhere near as famous as some of the more powerful Mage's Consortium, but on a local level, she would quickly become known and cherished. Perhaps even manipulated, in her well meaning naivety.

    Upon hearing of Varden being in danger, she traveled with swift haste. It also didn't hurt that she was nearly out of money--and whatever reward could be obtained from saving Varden could likely keep her afloat for years, from the sounds of things. Maybe even allow her to pay off Rovog, or hire people to help her face him when all was said and done.

    What is your character's motivation for being an adventurer and why did they take this job specifically?: Multiple reasons. Because it's the right thing to do and she's driven to doing the right thing. Because it will pay a tidy sum which may allow her to finally beat back Rovog's revenge. Because such a mystery might lead her to more artifacts or secrets to increase her power over magic.

    Theme: Built the character to this tune.
    Moonsong - Adrian von Ziegler.
    #8 Brovo, Aug 19, 2015
    Last edited: Aug 19, 2015
  9. Mmkay, finished my CS.
  10. Three things to go over before this can be accepted.

    First, this is gonna take place in one town, over the course of one day. That camp setup skill is probably not going to come into play at all. It's fine by me if you want to very likely waste the point, but I just want to make sure you know that's what you're doing.

    Second, that Mimicry trait is only going to let you do weakened copies of what others can do. It'll operate along the lines of you seeing a barrier spell being used by Mercy, then for a while you'll be able to try to cast a barrier spell with a moderate penalty to the roll (though your Magic being your #1 attribute will balance that, yay for you) for not actually knowing how to do that magic. I'm assuming you expected it to work like that, but here's your warning in case you were under any illusions about how good it'd be.

    And third, your character image is wearing armor but you don't have any listed in your equipment. If it's not listed there, you don't really have it. Do as you wish with that information.

    Other than that, looks good. I'll call it accepted, just let me know how what you're doing with those three things when you get to them.
    A nice, pretty healer lady who's basically a permanent damsel in distress? You misogynist pig.

    • Like Like x 1
  11. Points 1 and 2 were expected; as for 3, I'll add the armour to the equipment list.
  12. Sounds good to me.
  13. Name: Kal'Sidus
    Scion (elf father, human goddess mother)
    Sex: Male
    Age: 17
    Appearance: Source is Afrocream on deviantart.

    • Dexterity
    • Strength
    • Perception
    • Endurance
    • Magic

    • Quiet Sneaking- Kal'Sidus never has to worry about being seen in the shadows, but he does still make noise. After five years of dedicated training, pretty damn good at not being seen or heard.
    • Picking Pockets- Trained, honed and mastered.
    • Shortblade Efficiency- Kal'Sidus fights in open combat with two shortswords, and in a pinch can use his large throwing knives as daggers.
    • Strong Throwing Arm- A byproduct of Kal'Sidus' continued training in throwing knife use, as well as his preference for heavier, larger throwing knives.
    • Good Aim- Generally good at using ranged weapons, especially throwing knives.

    Traits/Special Gear:
    • Son of the Shadows- Kal'Sidus is a scion, the son of an Elf and the Goddess of Shadow. His shadow, magical in nature, can be used to shroud him not only from the view of anyone trying to find him in the dark, but anyone trying to locate him using their own magic. In the light, his shroud is a smoky-like blur, obscuring the details of Kal'Sidus' features from view.
    • Stopped In Their Tracks- If there's anything Kal hates, it's a target trying to escape. When his throwing knives aren't enough or have already been thrown, Kal can go for the nuclear option and throw one of his shortblades at the running target. This can lead to a target being pinned to the ground, a wall, or even another person.

    • One set of grey leather armor
    • One grey cloak
    • Two steel shortblades
    • Four large throwing knives (two at the hip with his blades, one strapped to each shin)

    Bio (open)
    Kal'Sidus' earliest memories were of constant travel. His sister, Val'Remar, would bring him from city to city, hiding him away in an abandoned building or darkened alley while she searched for food and supplies to steal. People stared when they spotted the children; Val'Remar's eyes seemed magical, the way that they would glow in darkness and turn almost black in the light, and the way Kal'Sidus' shadow flickered even when not cast by firelight unsettled them. Kal'Sidus listened to Val'Remar as though she were his mother, for she was several years older and had provided for him since their father was killed.

    The way Val'Remar always explained it was that they were the children of an High Elf lord, and that their convoy from the Chain of Idris to Alfhem was attacked by mercenaries. While the guards were distracted with that threat, an assassin in purple robes had burst into their carriage and torn their father's throat out. As he escaped, the man's hood slipped down and Val'Remar saw that he was a Drow with no hair on his head, not even eyebrows. With everyone else dead and the mercenaries gone, Val'Remar could only leave the slaughtered convoy behind and bring her young brother with her.

    The first priority for Val'Remar was always making sure Kal'Sidus was safe, and the second priority was honing her skills of sneaking, hiding and listening. Val'Remar would tell him that she was learning how to protect him better, but when she started carrying knives with her and leaving for larger amounts of time, Kal'Sidus began to worry that she was following the path their father's killer had set, possibly seeking revenge or at least understanding.

    Eventually, Val'Remar chose to stop traveling so often and settle down in a city in Alfhem, willing to settle down now that she was an adult and Kal'Sidus was twelve. One night, Val'Remar told Kal'Sidus that she would be leaving for a longer journey, and that he would do well to stay out of sight for the next week or so. When she failed to return in the span of two weeks, he began to worry. By week three, Kal'Sidus had run out of supplies and begun stealing them from vendors on the other side of town. When he had been alone for nearly a month, Kal'Sidus had a late-night visitor in the abandoned home he was squatting in.

    As he tried to drift to sleep, blinking back tears at the thought that his sister would never return, Kal'Sidus watched as the darkness at the foot of his bed took shape, becoming a winged man made of shadow. "The Goddess of Shadow calls upon her son" the voice called to him, "and he WILL listen. The Goddess of Shadow will watch over her daughter no longer, and the boy will rise. Accept your shadow, Kal'Sidus, embrace it, and use your power to take what your sister could not." When the understandably confused boy asked what he meant, the shadow simply shrugged and said "It's a secret to everybody" before disappearing

    In need of a few different varieties of guidance, Kal'Sidus went to the closest church he could find and walked to the first robed figure he spotted. The man's eyes widened as his gaze swept over the boy, and his flickering shadow, before he asked Kal'Sidus if he knew what he was. He explained that Kal'Sidus was a Scion, the child of a God and a mortal, and that he would have abilities no other mortal would have. Kal'Sidus explained the message he was given by the winged shadow, and the robed man called the being a Servator. The message, to the robed man, seemed clear: tap into the power his mother has given him and follow in his sister's footsteps. Kal'Sidus, understanding his mother's wishes, decided to follow the Servator's words as well as his sister's example: he would become an assassin.

    Focusing on his shadow, Kal'Sidus realized that he was able to use it as a cloak, making him invisible in darkness and an obscured presence in the light. This made sneaking throughout the city at night easier to do, but he realized how much of a novice he was when people kept hearing him in the darkness. Trying to learn how to pickpocket, he was caught by a guard and thrown in a cell. Convincing a shady-looking man in the cell to call for the guard and say that he escaped, Kal'Sidus hid in the shadows until the guard entered the cell, knocking him into the cell's bars while the other prisoner was distracting him. The other prisoner choked the life out of the guard and convinced Kal'Sidus to come with him instead of going their separate ways.

    The man, an older Human named Creed, took Kal'Sidus under his wing, getting him acquainted with the underbelly of their city and in contact with various potential customers. Kal'Sidus, going by the shortened name Kal, began taking simple jobs like stealing certain belongings from specific locations. Still a preteen, Kal knew that he would need to learn the professional skills of a typical thief to surpass them and become an assassin. Using the profits he made on jobs, as well as trading valuables he took from the rich on his own volition, Kal spent years training with skilled thieves in the arts of picking pockets, moving silently and even moving unseen. He'd ask anyone he'd never met if they knew of a female half-elf named Val'Remar, or of a job gone wrong at the time she went missing, but heard nothing of it.

    After a supposedly-simple theft job went wrong and Kal almost died at the hands of a mercenary, he realized that combat will sometimes be unavoidable. Now almost a man grown, he knew he'd have to do what his sister started doing near the end of her life: wield a blade. More fit for his age than Val'Remar was at the time, Kal was in good shape and willing to spend days at a time training with veterans of any craft. He worked with shortswords, applying his quick-thinking and deliberate movement training to combat and assassination techniques, and heavy throwing knives to brutally and efficiently take any target out from a distance.

    After he felt prepared, Kal took on his first kill job. A higher-up in the city guard had caused too many problems for a client, and had to be eliminated. Kal decked himself out in grey armor and began stalking the guard from rooftop to rooftop, studying his habits and realizing that he had a strict patrol routine he followed every night he was on duty. Every patrol, the guard would stop on a bridge and watch the boats for a few minutes before moving on. Waiting on the bridge, Kal embraced his shadow as the guard stopped to watch the boats, walking quietly to the man and shoving one of his throwing knives into the man's neck. The man screamed, struggling with the knife in his throat while the noise brought three other guards to the bridge. Kal killed one with a throwing knife to the eye, dispatching the other two with his shortswords, and slit the still-living target's throat before throwing him off of the bridge.

    Successfully handling several other kill jobs for other clients, Kal amassed a fairly large amount of money, squirreling it away without any idea of what to do with it. After realizing that his money was suddenly missing, Kal was attacked by his old contact, Creed, who was bitter about the boy's success. Kal survived, but Creed escaped. After failing to figure out where Creed ran off to, Kal found a notice about some sort of problem in the village of Varden. When he saw that cash would potentially be a reward, Kal was already interested, but he considered how well-connected this mage was and realized that, if anyone could follow a cold trail and figure out where his sister had gone, it was a 1st Circle member of the Mage's Consortium. All he had left was his weapons and the clothes on his back, nothing Kal wasn't used to.

    What is your character's motivation for being an adventurer and why did they take this job specifically?: Kal has no interest in being an adventurer, but is greatly interested in finding out what happened to his sister five years ago. He wants to do this job for Archmage Therios in exchange for getting some form of help in locating Val'Remar.
    #13 PCSutfin, Aug 19, 2015
    Last edited: Aug 20, 2015
  14. Alright, you're both totally good to go then.
  15. I'm done, baring the bio, but all of the important bits are in order.
  16. I expect the bio won't have anything I'll object to, so I can tentatively approve it as is... with one note.

    First, your parenthetical explanation of the Drums of Chaos is incomplete, seems to be missing a few words. It's okay as is with just the one effect, but you're welcome to broaden it by completing that sentence.
  17. Drums of Chaos has been fixed. Bio still in the works.
  18. Name: Loima
    Race: Half breed, orc elf.
    Sex: Male
    Age: Sixteen
    Appearance: Loima is a little under five foot tall, but you couldn't tell at first sight. Being born of an orc and elf both, his anatomy combined the lithe muscle of the elves with the heavier skeleton of the orc. Loima walks hunched over, usually with a cane. His lack of muscle (and fat) make no secret of his bone structure, much of which can be easily seen underneath his green skin. His right arm is very lender and short, barely reaching down his waist when standing upright, whereas his left is more within orcish norms... Despite being much smaller than the average orc.

    Loima has a very prominent mandible, inherited from his father. However, he does not feature orcish tusks and instead exposes two blunt, yellow canines. Loima's ears on the other hand, are his mother's; sharp and tall. Loima has dull, tiny eyes under a prominent brow. His only good feature is his long, flowing, raven-black hair, which just so happens to be as soft as silk.

    1. Endurance
    2. Magic
    3. Dexterity
    4. Strength
    5. Perception
    • Poisons [2] Loima is very apt at brewing poisons to coat his weapons in. Or those of others. Ask him. He's got plenty. Be it to maim, kill or drug into hypnotised states.
    • Dirty fighting [2] As you imagine, Loima isn't the best with a sword or a bow. To compromise, he goes for the lowest of blows, has sculpted spitting in faces into an art form and always carries various bags filled with all kinds of nasty things like shards of glass, poisoned barbs or sand on him.
    • Pain tolerance [1] All the other elven kids were mean to Loima. From a young age, his ability with withstand pain has been kicked into him.

    Traits and Gear:
    • Attuned to nature. Loima lacks control of this trait, but he has latent talent for Druidic schools of magic. Despite his inability to cast spells, these talents manifest in ways such as the winds blowing in the right direction, subconsciously persuading animals to act in his favour, and for some reason Loima just knows where to find certain plants even if he's never been there before.
    • Dowsing. Also stemming from his sleeping magic potential, Loima is good at finding things. Granted he has to know what it is, but he's capable of feeling familiar presences and picking up their general direction. Loima is surprisingly good at hide and seek because of this.

    • Single-handed battle axe.
    • Buckler.
    • Various plates strapped to his being with belts. Not much of an armour, but the blacksmith had nothing his size.
    • Small leather bags filled with sand, glass and barbs that can be pulled from his belts and opened in one fluid movement.
    • Poison-making kit, containing tools and ingredients for various poisons.
    • Skinning knife. Can't call yourself an adventurer without it.

    Bio: Even when hidden within the woods, living on the borders of Tholkar, there will come a time your village is targeted for raiding. Loima's mother lived in one of these villages. One unfortunate night, the horns sounded and fire surged across the homes of the wood elves. In mere hours, everything she knew changed. Her home was burned, her neighbours slaughtered and she was taken against her will.

    When the orcs left, the survivors sought out each other and banded together. The raid had convinced the villagers they were not safe and they would journey to other lands for their own protection. Bound by their shared trauma, they would be a very close-knit nomadic community, until they'd find a new place to call home.

    Loima's mother's pregnancy caused much conflict within the tribe. Although the memory haunted her, she could not deny a spark of love for what was growing within her. Her elven bretheren were ever moreso divided. Though the woman was pitied, she carried within her both shame and terror. When Loima was born, it was said an evil omen was delivered to their community. He was not a threat, surely, but the child was an abomination. A mistake of nature, that should never have happened.

    For the first few years of his life, Loima was allowed to live amongst the tribe. It was not an easy life, but one within he suffered much from discrimination as well as his defects. His intermingled bloodlines set him apart not only physically, but also emotionally. Loima had difficulty controlling his rage and this commonly caused trouble. His mother instinctively knew Loima his time would not last, and so passed as much knowledge as she could. It was so, Loima learned of herbology before his mother's intuition became truth. At twelve, Loima was banished from the elves.

    Cast out alone in the world, Loima did whatever he could to survive. He joined a mercenary band, more by bluff than skill, and learned to fight. Poorly, but fight nonetheless. Yet even here, amongst humans and orcs, he was still discriminated against. The longer he stuck with his mercenary band, the smaller his shares grew. It was then, at the age of sixteen, Loima decided he needed another gig. One he would find in Varden.

    What is your character's motivation for being an adventurer and why did they take this job specifically?: Loima does not believe someone so established as the archmage will have anything to do with him, so his hopes are on getting paid for both the job, keeping quiet about his involvement and getting out of town when all is resolved.
  19. Aw yiss, a gross deformed half breed. Accepted.

    The IC will be going up either tonight or early Sunday morning. That eighth character slot can be filled a bit late with no trouble, but hopefully one of the people who've been talking about it can get it done today. :P
  20. The IC is up. How this'll work is that you guys can try to gather information however you want, but after this introductory round of posts your route will be decided on by an OOC vote. If most of you want to continue bumbling about the town trying to find stuff to do on the side, you can do that, and there's no need for you all to remain together as a group while in town. However, if you want to get to business after finding out where Tanos Vir is, most of you voting to get on with things will initiate railroad mode and you'll all be shunted along to him. The same will hold for later major objectives: messing around in town is an option, and a vote to get on with things will make it happen.

    Also, if any of you want to decide you have a horse, feel free. Same with having some coin as well, I'll assume you've got a bit of pocket change in case you want to pay Coren, the nice little lad that he is, or buy small things at some point.

    Status Report #1 Time: 6:22 AM. 17 hours and 38 minutes remaining until midnight.

    Living Townspeople: 943

    Major Objectives: Find and speak to Tanos Vir.

    Minor Objectives: None discovered.

    Actions Taken: None yet, first round.
    • Thank Thank x 1
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