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I'll be joining at some point later if I still can, I just don't have time until after September
 
I'll be joining at some point later if I still can, I just don't have time until after September
That's fine. Just message me/post here when you schedule opens up.
 
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HELKE VYRÏNNOSTA
Age: 73​
Gender: Male
Race: Elf
Class: Sorcerer
Position on Magic: Pro-Magic (but strongly opposed to dark arts)
Time with the Wardens: One year and a half
Equipment:
  • A flask of water. Hydratation is important.
  • A pocket containing multiple watercolor sketches: of his husband, their pets, and a teen-age girl.
  • Soothing cream for his aching joints.
  • Small stationary kit for writing letters.
  • Enchanted stones (gloves and belt) to ensure his messenger pigeon finds him almost no matter where he is.

Mana Pool: High
PROFICIENCIES
ILLUSIONAL (Major)
Winter Chimera — Makes the subject feel incredibly cold. Pains, distracts, confuses, weakens the mind. Also good for torture.

Blizzard Mirage — The subjects is under the illusion of a snow storm. Hinders vision, slows movements.

Way back home —That spell needs two subjects, one of which must be alive (and may well be Helke himself). It is enabled in two actions: first, when it is cast — the mage must be in physical contact with both subjects, and it requires very little mana, for the spell is then dormant. Later comes the activation phase. Distance then only matters in the fact that the further the subjects are from each other, the more costly in mana. Once the spell is activated, the live subject(s) will sense where the other is and feel drawn to it instinctively. That instinct is most powerful for animals and inguz. It is sensed by elves and humans well enough, but is not felt by dwarves. Helke doesn't know about orcs. The spell fades in time, but may be kept up to 2/3 months.

OFFENSIVE
Cryokinetic Canon — Throws an ice shape (usually a shard) at high kinetic energy. Can pierce through skin, cloth, leather, but not metal. 20 meters range. The aim can only be precise if Helke is deeply focused, so either in a quiet place, or after having the time and peace to meditate (from 2 to 10 minutes depending on his level of stress).

Ice Golem — A very powerful spell, that costs Helke most of his mana. After its use he is left extremely vulnerable to spirits and enemies alike, and hence will avoid it unless it is his very last resort. The spell requires a preparation of five minutes in which Helke gathers his strength — though he does not need to be in a state of deep concentration. That spell is one of rage and pain, and under very intense emotions, the preparation time will take less (though it'll always take one minute at the very least). On the other hand Helke may not be able to cast it when in a non-emotional state (nor would he wish to, for that matter). It creates a 16 foot-tall ice golem, made alive by his mana. Helke controls its targets and the people it protects, but other than that its fighting is instinctive. During the combat, Helke is in a sort of trance. The only ways to stop the spell are: to kill Helke (wounding him would not suffice — in fact it would have the opposite effect), to wait around 30 min for the spell to crumble naturally, or until all the targeted enemies have been slain.

DEFENSIVE
Frost Shield — Its resistance vastly depends on its thickness (the thicker/broader the barrier, the costlier in mana).
Strong against: Water, physical attacks, punctual weapons such as arrows/spears
Average against: Pure mana, swords
Weak against: any form of heat, heavy weapons such as a hammer or an axe

ALTERATIVE
Cold breath — Reduces the temperature of an object. When used on water, Helke can also shape a small ice object out of it (worthless to make any useful weapon, though).


Strengths: High mana pool, skilled sorcerer, good memory, perceptive, experienced, cautious.

Weaknesses: Physically weak, incapable of yielding a weapon, incapable of hand to hand combat, runs slowly, weak immune system, unwilling to try new/eccentric methods.

Language: He speaks with a thick elvish accent, and though he has a wide vocabulary in the Common Tongue, his speech mannerism are rather colloquial and grammar mistakes aren't uncommon. He is illiterate in the Common Tongue, but reads, writes, and speaks Elvish well.

Personality: Helke is generally quite joyful, of a good humor and compassionate heart. He enjoys telling stupid jokes only he finds funny, and could tell the same story a thousands times without tiring. In general, he is rather talkative, and can be an absolute chatterbox when in the right mood, though he also loves listening and observing young people from afar. He's a master in the art of gossiping, especially when it comes to youthful love affairs. It is hard to anger or offend him, but those who do... rarely live to tell the tale. He then becomes icy and ruthless, and his sadistic streak truly comes through when facing someone he hates. Fortunately, he rarely hates anyone. He has a great sadness in him, demons from the past he hasn't quite chased, but that side of him is scarcely ever seen, and only to people he has an immense trust in — and he is, generally, quite distrustful.

He is indifferent to humans and dwarves, but heavily racist against Inguz. He sees them as dirty, smelly, uncivilized savages.

Biography: (this got so long but he's 73 so)
The Vyrïnnosta family finds its roots in Vardendale, where it was once a powerful house. Helke's great grandfather, Nærcys, used to boast that their bloodlines could be traced back to some ancient elven royalties, though that seems to be no more than a colorful tale. Their ancestors were, most likely, fishmongers who rose to wealth. Yet their fortune (nothing extravagant, but more than most common folks could vouch for) and magical powers filled them with immense pride, to the extent of insolent arrogance, and that eventually led to sore troubles with the royal family. Though no one is certain what the conflict was about, as Nærcys would refuse to ever speak of it, it led the family to its downfall — exile.

Helke's father was but a teen-ager at the time, yet his betrothed, who would later become the mother of his child, chose to leave the country with them, lovesick and hungry for adventure as she was. For three years they travelled, across Kalico, and Morcrest, living as nomads and never finding a place to settle in. The money they had brought served them for a while, but three years of journey were soon to drain their funds. When they reached Artana, three of their children had been lost to sickness, a woman in childbirth, and youths and elders alike were sickly and malnourished — it was clear that they needed to become sedentary, or die.

They built a house on the edge of a forest, an hour's walk from a north-western Archduchy's capital — and in this house, Helke was born. As his family started their business as wood workers for the strongest, midwives for the weakest, and less tedious tasks for the magically potent, he grew to be a fairly normal child in most aspects, learning the Elvish tongue and its writing from his parents. He was cherished, healthy, and happy.

That was, until the nightmares started.

The region of Artana where they lived was by no means of a cold climate, but Helke's nights were made of snow storms and blizzards, of corpses frozen in the ice and icy chills running down his spine. Every morning he woke up trembling and covered in cold sweat, and most nights, he refused to even sleep at all, terrified of the frost that took over each time he closed his eyes.

The problem grew even worse when Helke's powers began to manifest. At night he would englobe the entire household in his excruciating nightmares, and he was soon isolated from the rest of the family, sleeping in the woods. Those years of his life were lonely, guilt-filled, and wretchedly cold. His parents were desperate. They tried herbal medicine, soothing magic, travelled across the province to find a cure, anything that would soothe their only child's sleep — in vain.

Finally, the phenomenon reached the ears of a middle-aged human warlock who worked as a researcher at the city's Arcanium. He was specialized in Illusional magic, and knew that vivid nightmares, along with the accidental capacity of forcing them upon others, could become fearsome weapons if mastered. He prayed Helke's parents to leave him under his protection and teaching, but at first, the Vyrïnnostas refused adamantly. For their child, a pure born elf, to be taught by a human? That would be an outrage.

But, hidden in a corner of the room, Helke had listened very attentively to the mage's words. To his promises of peaceful nights if he learned to control the storm inside, to tales of immense power and unprecedented fame, of wealth, of grandeur. And soon his days too were starting to be filled with dreams, ones of a much sweeter taste. Perhaps to compensate the self loathing that had filled him for all these years, a new belief rose in him, a pride, a certainty that he was destined for greatness, that this curse was the premise of some incredible power he only had to seize. In short, the warlock's words, already exaggerated to convince Helke's parents, had been amplified by his childish hopes and imagination. Soon he began to beg his parents to let him go, and combined with the fact that they were just as helpless with his problem as they had always been, they ended up agreeing.

Helke therefore spent his entire teenagehood at the Arcanium, learning regular magic during the day, and taking private lessons with the Warlock (who was named Joshua) in the evenings. While he was scarcely more than average in most areas of magic, he truly had a gift for Illusions, and he learnt the art of it rather quickly. Still, it took more than ten years to keep his nightmares at bay, and even for a long time after that they were still nights when he woke up in cold sweats.

His talent allowed him to become a sorcerer, and at the age of 40, he began to teach himself at the Arcanium. He still had an arrogance about him, though reality had caught up on his childish dreams. By that time, he had met and fallen in love with a magicless elf called Maska. He was seven years younger than him, and worked at a modest bakery, which Helke had gone to because it sold pastries from his parent's homeland. Though Maska could bake as they did in Vardendale, that was the only connection he had with the elvish kingdom, and he did not speak its ancient tongue. Helke, knowing the speaking of the common tongue from Joshua, offered to teach Maska Elvish, first in speech, then in reading and writing. That was how they started to spend time together regularly. One thing led to another, and a few years later, they were married under old Elvish traditions by Helke's grandfather.

Both of them had been born in large families, and the fact that they could not have children left a painful gap in their lives. Perhaps that was why Helke got so attached to a young human girl from a class he taught; Celia. She was of extraordinary powers, and an orphan. Helke wholeheartedly embraced the role of a surrogate father, and taught her all that he knew. She often spent nights at his household, and sweet as she was, Maska got to loving her, too. Helke would have done anything for her, and when she started asking about dark magic — which he had never practiced — he gave her all the resources she wished for, and let her study it extensively. He knew the dangers, had seen coworkers and students become banes across the years; but how could that happen to Celia? She was so brilliant, so talented. She had the potential Helke had been promised, yet realized he never truly had. She seemed untouchable.

She was not. One night, Celia reported having nightmares of her own. Helke was not too worried — he had after all himself been prone to nightmares as a child, and he first dealt with them as he had dealt with his own, using all the techniques Joshua had taught him. But it wasn't enough — the nightmares came back, more intense every time, howling voices Celia did not recognize, and she began to be paranoiac, feeling presences everywhere, hearing whispers of quiet atrocities in her ears. At that point, all of Helke's denial was not enough; Celia was haunted. He did all he could, all that he had been taught and more, asked for his collegue's help, but the work of five sorcerers and all of Celia's willpower were not enough. By the end of it it was obvious that Celia had failed, and become a bane.

He requested the right to execute her himself, and his friends left him alone with her, sorry and sympathetic. Truth was that, even though he knew perfectly well that all hope was lost at this point, he just could not abandon. Not when she was right there, still so much of herself in that body. He hid her away, and tried it all, went to the most remote areas of arcane magic to save her. None of it worked, of course, and in mere weeks, Celia was nothing of the sweet girl she had once been, transfigure instead in an atrocious monster.

That was the first and only time Helke used the most powerful spell in his possession, that of the Ice Golem. It was reckless, and looking back, he found that he had wanted to die, back then. But somehow it worked, Celia died, and Helke survived. That was, in his eyes, the greatest injustice of his life.

The years passed, Maska and him slowly getting over their grief. They opened their houses to many pets, who weren't what Celia had been, but brought some warmth in their hollow household, and it helped. Helke continued teaching at the Arcanium, his pain and age making him more humble, wise, and firmly opposed to any form of dark magic whatsoever. The older he grew, the more he perfected his art, becoming a reference in the fields of Illusional and Ice magic in Artana.

On one winter night he received a messenger from Morcrest, asking him to join the King's Warden. He hesitated for a long time, worried and uncomfortable with leaving Maska alone. After much deliberation, he realized that he wanted to go, and Maska knew it too. Thus, they both left for Morcrest.
Maska now has a bakery in the Capital, and when Helke is not in town, they write each other letters in Elvish, transported by their messenger pigeon, Gerald.
 
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Name
Andreyon Valen

Age
23

Gender
Male

Race
Human

Class
Rogue

Position on Magic
Anti-Magic

Time with the Wardens
3 months

Equipment
- Steel sword
- Poison coated daggers (cause muscle paralysis)
- Medicine bag



Spells
N/A

Strengths

-Intricate knowledge of plants and their uses
- Proficient medic
-Experienced alchemist
-Good at treating non-fatal wounds
-Skilled at using daggers
-Intelligence

Weakness

- Very little physical strength
-Overly sympathetic
- Poor effectiveness against swordsmen and archers
- Naive
-Mostly wiithdrawn


Appearance
the_hollow_boy_by_junedays-d5hube8.jpg



Personality

Andreyon is normally very quiet, which is partly attributed to him having grown up in Balefall as well as the gentle nature of his upbringing. He is not generally a fan of young children as he associates them with a very dark memory in his past and so he gets easily irritated and disgruntled when around them. He treats most of the people he meets with respect and gentility and is even more respectful when it comes to the natural world. He would much prefer locking himself away and studying old books and scrolls to interacting with people, but he has no real qualms about doing the latter. He also advocates for the fair and just treatment of all and will most times opt for punishment rather than death for criminals. Andreyon is quietly obsessed with learning about new plants, animals, magic and nearly everything else in the natural world, however, despite his soft and calm nature he can be quite fierce in battle, a quality which his father spent years instilling within him. He is a fan of pet names (his mother gave him many) and sometimes encourages his close friends to simply call him Yon.

Biography

Andreyon was born in the capital city of the cursed kingdom of Balefall to father Harrin and mother Analia. His father was a former soldier who had traveled to the city and fallen in love with a local scholar; so much so that he was willing to give up his old life and permanently move to the kingdom of silence to be with her. They lead a happy, if somewhat drowsy life for several years before Analia became pregnant with the first child of their marriage, a baby girl who died in childbirth. The couple were devastated after the miscarriage of their first child and Analia fell into a deep depression, convinced she was at fault. Harrin was unsuccessful in trying to console his wife and so he eventually decided to approach the matter like she would; with the science of the human body learnt in the king's library. He offered his services to the king's guard and was readily accepted due to his handsome military past. Harrin had hoped that he could gain allies amongst the king's scholars who could be of help in giving himself and Analia a better chance of having a healthy child.

Three years passed before Analia was ready to bare child once more. She fell pregnant with a baby boy and with the care and guidance of her husband, armed with the knowledge of royal scholars, she was able to carry her child to full term and give birth without complication. The child was named Andreyon.

The baby Andreyon was adored by his parents, who's joy and happiness he'd managed to restore. He was heavily doted upon and spoiled by not only his parents, but all his neighbours who had sympathized with the plight of the young couple through the tumultuous years. The parents were, understandably, obsessed with the safety of their only child. Because of this, he was rarely ever allowed to venture beyond the vicinity of their home by himself. His father made it his duty to teach the boy combat techniques from a young age so he would be able to defend himself whenever Harrin could not. Andreyon took well to the lessons of his father, whom he adored and idolized. He made it his mission to impress his father and practiced tirelessly to perfect his fighting techniques.

Though he had to dedicate much of his time and energy to learning the craft of battle, he was far more effortless when learning from his mother. Andreyon was mystified by the world and the different creatures it contained. He wanted to know everything that he could about the world in which he lived and he took naturally to his mother's lessons. By the age of 13 Andreyon had read all his mother's books and scrolls, but still he remained hungry for more. He began accompanying his father to the king's castle whenever his mother would allow it. He desired, more than anything, to be allowed into the king's library. He thought endlessly on the vast amount of knowledge that must have been beyond those doors. Andreyon had asked his father countless times if the king would allow it, but the response was always no. The man was old and particular and only special persons were allowed access to his knowledge.

At age 15, Andreyon began following his father to the fringes of the city. They would never venture out too far or stay too late. Harrin had never lost his stranger's curiosity in the mysteries of the cursed sands and blackened air surrounding the city, though he had lived there for many years already. He longed to know what it was that was dwelling beneath the sands outside the city and Andreyon had inherited his father's curiosity. On one trip, they had stayed later than usual and were just preparing to leave at sunset. It was then that tragedy had struck. A small child, no older than 5, had managed to slip away from her parents and stroll out into the darkness that encircled the city. Harrin, driven by the sympathy of loosing a child himself, went out into the dark mist to retrieve the young girl. The child had eventually returned but Harrin never did.

Analia had taken the news of her husband's likely demise to heart and weeped for days, slowly slipping back into her depression from so many years before. It was only the love of her child and her need to protect him that had kept her sane. She gave up her studies and spent the rest of her time caring for her beloved Andreyon, but she never gave up hope that her husband was still alive, somewhere beneath the sands. Andreyon shared her sentiments, though not with the same conviction as his mother. He resolved to study alchemy and biology, so he could better learn about the human body and prevent anyone from going through what his parents went through with him. He also wanted desperately to learn more about the creatures and entities that existed within Elliria, so he could know more about the curse that had taken his father and hopefully destroy it forever, impossible though he knew it was.

Andreyon managed to muster the courage to approach the king and request access to his library. The king granted this request, in honour of Andreyon's fallen father who had served him well for many years. For the remainder of his years in Balefall, Andreyon virtually lived at the king's library, reading everything he could get his hands on and learning all he could. He put many of the skills he learned into practice all around the city, improving his proficiency throughout the years. He continued like this for 8 years until he'd reached the age of 23, when he accepted a recruitment offer into King Akard's Wardens. He was reluctant to leave his mother and she was just as reluctant to let him, but Analia eventually consented to her son joining the Wardens, knowing it was what he truly desired and wanting him to leave the cursed kingdom of Balefall. Andreyon hoped that by joining, he would be able to see more of the world and learn more of it's knowledge, so he could one day return home and put it into use uncovering the mysteries of the Silent Kingdom.​
 
Sorry it's taking me a while to finish up my character sheet. I have a lot on my plate right now. ^^;
 

Wèkhïr
"Wicker"
35 | Female | Elf | Spellsword-Rogue | Radical Anti-Magic​


Time with the Wardens
Three months

Equipment
Weaponry
Twin curved elven baneblades. Rare artifacts that are originally only of ceremonial value, Wicker used them as long sticks to transfer Rot rather than real swords. Since joining the Wardens her blades have been reforged into proper weapons, albeit still rather inferior to Dwarven or Human craft (e.g. a single edge, notable lack of a crossguard, a slightly unbalanced form, etc). Still, the blades make up for their poor performance by still being the primary method for Wicker to transfer her Rot curse.
Armor
A worn-out cloth and leather outfit made by mixing Osigonian, Artana, and Morcrest attire. Metal knee guards and pauldrons, along with leather tassets provide the very bare beginnings of protection and are more for rough movements than combat. She and the Wardens try to maintain it as best they can, but this outfit is not long for this world.
Gear

Sun Dew (potent elven medicinal salve)
4x Herbal Salves (basic medicinal salves)
Long cloth (for enchanting with Mending as magic bandages)
Three small pouches filled with nuts, dried fruits, meats, and edible plants
Bone carving knife
Two waterskins
A large bundle of tough, flexible plant fiber
Four sheets of parchment for use in Scriving


Spells
Mana Pool—Medium

Major ProficiencyVirulent (Profane)
[spacer]Rot - Wicker's signature spell, Rot is a profane spell that tarnishes and corrodes metals, infects and dissolves flesh, withers and spoils plantlife, and generally infects her targets with a blighted decay. Described in its most basest form, Rot is a dense mass of corrupted mana that rapidly expands and deteriorates everything it comes in contact with.[/spacer]Minor Proficiency—Restorative
[spacer]Mending - A powerful restorative spell that can slowly regenerate and restore an object or target to its original form over a period of time. Though it is often considered inferior compared to similar Restorative spells that can restore some damage immediately, Mending can restore large amounts of damage over respective amount of time. Powerful when used in conjunction with rest and antibiotics, Mending takes a substantial amount of time and as such is nigh useless in fight or flight situations.[/spacer][spacer]Vim - A restorative spell that greatly supercharges vitality and stamina. In layman's terms, it maxes out a person's energy and willpower and prevents either from draining for a short period of time. The effects of this are impressive: natural healing and the body's immune system are greatly enhanced, and though pain is not lessened the person has stronger willpower to push through it. In addition, the body is capable of performing exhaustive actions back-to-back without losing any liveliness and wear. A strong all-rounder that simply allows the target's body to perform at peak proficiency for long intervals.[/spacer]Strengths
  • Beloved by Nature—There's something about her that animals just seem to adore, and she adores them just as much. Wicker has an almost magical connection with wild animals; she's rarely attacked by them and even nervous creatures like hares and deer are comfortable with her approaching them.
  • Graceful—Wicker's movements are fluid and nimble, from her posture to her walking to her combat maneuvers. She can react quickly and effectively, and her dexterity and agility would bring pride to her race.
  • Elven Combat Training—As an elf trained for combat, Wicker has skill in bows, short blades, and spears. She fights exceptionally well in forests and ambushes, and her stealth is formidable.
  • Elvish Outrider—Wicker is an able rider of grounded animals (especially Vardendale elk), but she won't touch flight-capable mounts.
  • Magic Baneguard—Wicker is not only a Baneguard, but a mage herself. She was taught how to fight out-of-control mages and banes, and her intuition in fighting magic opponents is a cut above the rest.
  • Ambusher—Wicker is stealthy and silent when hiding, and can often find excellent hiding places no matter her location. Such places are never meant to be permanent, only brief havens while her prey get into position. She is much less effective at hiding defensively while trying to escape.
Weaknesses
  • Self-taught Swordsmanship—Wicker's swords are unique in that they originally weren't meant to be weapons, but Wicker somehow found a way to use them. Her swordsmanship is at best exotic, at worst outright bizarre. It is effective at being unpredictable and hitting her opponent, but her eccentric style is unable to inflict any deep or worthwhile wounds on its own.
  • Illiterate—Wicker can't read or write in Common, and it doesn't look like she's interested in learning.
  • Inarticulate—Wicker struggles with some words in Common, and her speech is often rather basic. Lengthy sentences and large words can often leave her confused, and most double-meanings and common sayings go over her head. Perhaps she'll get better if she takes the time to learn Common.
  • Elven Frailty—Wicker is an elf, which puts her at a disadvantage on most physical things compared to other races. Though she is agile and limber, she is not particularly fast at running. Her strength and stamina leave something to be desired, and she rather fragile overall.
  • Haunted—A demon has latched onto her and she is in a constant battle of wills with it. It often preys on her insecurities of other races and magic in general.

Appearance
[spacer]Wicker stands at a small 5'5" (165 cm) and weighs in at a light 95 lbs (43 kg). Wicker's body is generally lean and straight, with very subtle curves and wiry muscle making up most of her body. Her skin is fair, though almost ivory white in places where she isn't tanned.[/spacer][spacer]Wicker's white hair is her most defining feature. Though she has had snow-white hair even before she made the mistake of entering Etvia, she was born with a deep red hair coloration. When she became Haunted (she was in Artana when the spirit first appeared), her hair color faded rapidly and became snow white within a month. She styles her hair loosely; it's roughly shoulder-cut and brushed with anything with teeth, often cleaned forks or branches. Her hair is naturally wavy.[/spacer][spacer]Her face is rather full for an elf. She has large eyes befitting of an elf with a straight nose and reddened lips. A small chin and subtle cheekbones frame her jaw, and her eyebrows are angled and low giving her a perpetual somber expression. She could pass for a decent human if not for her large ears. Her ears are 5 inches long, or would be but her left ear was cut and only reaches 4 inches. She detests scars and is ashamed of her clipped ear. Another effect of the Haunting is her eyes: though normally a pale green, they can become a colorless silver if she is outside in direct sunlight.[/spacer][spacer]Her voice is cold and harsh, carrying a scratchy rasp in a deep tone. She has a tense posture and walks briskly. Many of her gestures are hurried as if she wanted get her point across as fast as possible.[/spacer]
Personality
[spacer]Wicker struggles with communication due to her refusal to be properly taught Common. Her crude articulation often has her seem aloof and harsh (and at many times downright confusing), though she's actually just an honest workaholic (with a terrible sense for analogies). However, regardless of her communication issues, Wicker is undoubtedly xenophobic—racist even—and stupendously anti-magic.[/spacer]
Biography
[spacer]All questions about Wicker's history is answered briefly and vaguely, and she does not take kindly to continual prodding. All anyone knows about Wèkhïr's early life is that she was born in Vardendale in the year August 7th, 940 under a different name. She refused to mention anything more.[/spacer][spacer]Before the Wardens, Wicker was a Bæhàndàr, or Baneguard, but due to certain circumstances she became a Farwalker Baneguard. The Farwalkers hunt Banes just like their mother order, but the Farwalkers leave Vardendale to do so. As Wicker explained it, the Farwalkers are elves that are unofficially banished by Vardendale, but still are a part of it; They were put into the Farwalkers because they did something that displeased someone important, though some join willingly so that they may hunt a particular Bane that escaped Vardendale. Depending on how they got into the Farwalkers, they are tasked with doing or finding something before they can return to Vardendale. Wicker never communicated what her task was or why she was in the Farwalkers in the first place.[/spacer][spacer]Wicker left Vardendale in a small Farwalker group of four at the age of twenty-five. Her travels took her group through Ibrance to the Barren, where they stayed for a short time before sailing to Morcrest to catch a ship down to Osigon. From Osigon they went to Artana, where they operated between Osigon and Artana for a long 7 years until they were chased out of both into Etvia. Wicker's group spent less than three months in Etvia, but two members of the four members of her group were lost there. The remaining two, Wicker and her friend Hëà, escaped into Morcrest. The duo operated in Morcrest for one year before being captured and detained after Wicker was caught between a duo of recently slain mages.[/spacer][spacer]Hëà managed to strike a deal with the king of Morcrest: in exchange for a pardon and their eventual freedom, the two elves will work off their crimes as members of the King's Wardens. It's been three months since then, and Wicker has managed to behave herself… for the most part.[/spacer]

Other
Wicker got her nickname from her only hobby: wicker dolls. If she has time to relax, she can often be found crafting small figurines by weaving together tough plant fibers or small plant stalks. She never stated the reason she was creating them.

Wicker has Aviophobia. She flew on a griffon once. It took her twenty minutes to let go even after it landed.

Yes, I actually do stuff. Amazing, truly. For those of you in the OOC, hello~ I may seem useless and never here, but I'm actually very active in the Discord chat (link on the first page).
Anyways, this may be a short CS (with an admittedly small bio and personality section), but I promise you that the only reason it is so is because I'm working on other parts. And some of her bio is a GM spoiler-fest. Her personality is small because I'm just lazy. Thank you @Tyrannosaurus Rekt for the pretty layout.

And look forward to another CS in a short while. It requires... slightly more work and will probably end up just as small. Hoorah!
 
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My apologies for the session of inactivity. Things are back on track now.


HELKE VYRÏNNOSTA
Enchanted stones (gloves and belt) to ensure his messenger pigeon finds him almost no matter where he is.
Enchantments are literal spells cast onto objects. For example Helke could cast Winter Chimera onto a weapon as an enchantment. Helke can have an enchantment of this kind, just know he would have to be getting it somewhere. There are those among the Wardens whose primary objective is to enchant things. Otherwise there are also enchantment shops and those types of things.

Ice Golem — A very powerful spell, that costs Helke the entirety of his mana pool. After its use he is left extremely vulnerable to spirits and enemies alike, and hence will avoid it unless it is his very last resort. Creates a 16 foot-tall ice golem, made alive by his mana. The rest is hulk smash.
This description is a bit vague. Does he have to focus to control it? What are some of the technicalities of the spell? I also highly suggest you change it from all of his mana to most of his mana.

They built a house on the edge of a forest, an hour's walk from a southern Archduchy's capital
There isn't any forestland in southern Artana. Wooded land is located in more north/west parts of the country.


Andreyon Valen
- Poison coated daggers (cause muscle paralysis)
Could I get some specifics for the poison? How fast does it work, how potent, how strong, etc.?

His father was a former soldier who had traveled to the city and fallen in love with a local scholar; so much so that he was willing to give up his old life and permanently move to the kingdom of silence to be with her.
Is there a reason why Harrin is a foreigner? Reading over his CS I'm not seeing any particular influence? When I first suggested that I was thinking it would be the type of thing where Andreyon's father had served the king all his life.


Y'all got some room for this young blood?
Get a sheet up.

Sorry it's taking me a while to finish up my character sheet. I have a lot on my plate right now. ^^;
It's all right. Do you need help with anything?


Wèkhïr
"Wicker"
Wèkhïr is accepted.
 
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Yes, yes. Mite is a terrible person for lying about when Anzo is going to be put up.
Hoorah, this time Mite wasn't lying~


GWWPF2l.png

The Great, The Grand, The Giant
52 | Male | Human | Anti-Magic​

Time with the Wardens
8 years

Class
Juggernaut (Warrior-Warrior)
[spacer]A walking fortress, the Juggernaut is an unstoppable mass of metal. Completely forgoing speed and agility in exchange for the strongest armor and heaviest weapons, Juggernauts must be exceptionally large, strong, and hardy; They need strength to use their armaments and stamina to keep using them. Though weak against magic as their large size and slow speed make them embarrassingly easy targets, they are unmatched in melee combat. Unfortunately, most smart enemies will quickly learn that they can just outrun the Juggernaut and escape to fight another day. The dumb and slow ones, however, never get to fight again.[/spacer][spacer]In short: They are exceptionally slow, but overwhelmingly powerful guardians. They can easily defend an area and slay any who stray too near too long, but magic is their bane.[/spacer]
Equipment
Unicorn Helmet
Anzo is never seen without wearing one of his iconic, single-horned helmets, and he tries his damnedest to keep it that way. Anzo believes if someone were to see his face and realize he was just as mortal as they were, the legend of the giant knight would fall.
Giant's Armor
Anzo is far larger than most men, and as such his armor is required to be custom made. He is not frugal when it comes to his armor; Anzo spends extra on his custom suits to reinforce them and ensure their durability. The resulting outfit is a massive, heavy suit of metal plates that Anzo boasts as impenetrable. Whether it is or isn't, the outfit is indeed far stronger (and far, far heavier) than any other suits of armor sported by his peers.
Large Armaments
Anzo isn't as fussy with his weapons as he is his armor, and he's willing to just grab any large weapon to use himself. Anzo prefers using a shield and a weapon (some two-handed weapons can often be wielded with one hand by Anzo). Anzo is mostly trained to use swords, axes, and polearms, but any large object swung hard enough is a deadly weapon in Anzo's hands.
Gear
With the Warden's funds coupled with Anzo's renown and strength, Anzo can find, purchase, and carry a hundred pounds worth of gear on his back without much difficulty. Unfortunately, Anzo's large appetite requires half of the gear to be food rations for any travelling he would be doing.

Spells
N/A

Strengths
  • Renowned—Anzo didn't spend his prime quietly. For better or worse, many people know of Anzo the Great, the Grand, and the Giant.
  • Powerful—Anzo isn't just considered "strong," his overwhelming strength plays many a part in all his tales and stories.
  • Tolerance of Race—To Anzo, all women are just as soft and all men just as annoying.
  • Stalwart—Anzo may not have the speed and grace of those around him, but his stamina is almost inhuman. A battle of attrition is a battle Anzo will win.
  • Experienced—Anzo is a man of experience; he has many scars and stories he bears with pride, and just as many with shame.
Weaknesses
  • Sluggish—Even though Anzo can keep a constant pace longer than any other, he will still be at the back of any pack.
  • Old Knight—The years are catching up to Anzo, and he isn't as fast or as flexible as he used to be.
  • Intolerance of Magic—Magic is a weapon and a curse. Though people can perform awesome rituals and wondrous miracles, it is still a weapons more dangerous and self-destructive than any blade.
  • Conceit—Anzo is drunk off his own renown and though he doesn't think himself invincible, he does overestimate himself frequently. It may also just be him forgetting his age.
  • Footman—Anzo would do much better in a cart than on a poor animal's back. Though a strong mount may carry him through combat, no animal would enjoy carrying him longer than an hour.
Appearance
[spacer]"Big" would be the first word that comes to mind when first seeing Anzo; A giant of a man standing over 2.4 meters (over 6'8") tall and weighing in over 140 kgs (300+ lbs) of muscle even without his heavy armor, it is enough to make one wonder if it really is a human under that suit of armor. That is the way Anzo likes it; Refusing to take off his helmet, Anzo wishes to be seen as a symbol or an unyielding wall than as a person one can relate to. However, he is quite willing to take off his other attire, even if situations don't demand such actions…[/spacer][spacer]His frame is muscular and stocky, with shoulders that could carry a person or two and limbs comparable to small trees. His body hair is a greying brown color, and it is presumed to be the same color on his head. His most characteristic feature is how his thunderous voice is able to travel so far so easily, even from underneath his helmet.[/spacer]
Personality
[spacer]Anzo's personality can be described in two flavors:
Boisterous, Loud, Exuberant, Rambunctious… Any of those terms could fit the good-humored, pleasure-seeking side of Anzo. An amiable and easily excitable person, Anzo's simple honesty and confidence in himself allows him to (persistently) pursue a friendship with anyone. Anzo does have a soft spot for fine food, fine wine, and fine women![/spacer][spacer]Honorable, Chivalrous, Gallant, Magnanimous… These terms may fit the knightly, cordial side of Anzo. Noble and compassionate, Anzo seeks justice and fairness in all things and is unafraid of twisting his rules as long as the heart of it remains unchanged. With this personal and flexible justice leading his way, his will and mental fortitude are impregnable fortresses. That, or he's just a stubborn old man who doesn't know when to quit.[/spacer][spacer]In both cases, Anzo's amiable character is one that leaves an impression, and his intimidating physical body helps support his larger-than-life aura. Ever cheerful, ever optimistic, and ever laughing, Anzo tries to being a dependable and trustworthy fortress that will always be able to support everyone.[/spacer]
Biography
[spacer]Before the King's Wardens, Anzo was the poster boy for the rather well-known (at least during 937-941) mercenary band known as the "Mountain Giant's Company" who operated in central Elliria. Back then, Anzo was a northern barbarian that went by the moniker "the Giant." The Company was lead by a spiteful Lupine Inguz who thoroughly enjoyed fighting against the trained soldiers of Etvia, Kalico, or Morcrest. Although the people in the company got along well enough with each other, they had a fearsome reputation as being savage hunters of other companies; they did not play well with other mercenary bands and were not above blatantly fighting any others they met, regardless of whether they were contracted or not.[/spacer][spacer]Anzo's story starts at the end of the Mountain Giant's Company. Undefeated in combat with other mercenary bands, the group grew arrogant. The Lupine leader accepted a suicidal contract and the company joined the now fallen nation of Amicyre in a battle against Morcrest. The group was split apart and its members slain one-by-one. But the poster boy of the Mountain Giants fought savagely and pierced deeply through the army's ranks. In recognition of his fighting spirit and talent, a Morcrest officer allowed the poster boy to duel him. The officer's name was Anzo, and he was an aged warrior. The duel lasted for an entire evening, and finally the King of Morcrest himself, King Higard II, witnessed the fight. As soon as the sun had set, the last surviving member of the Mountain Giant's Company struck down a Mocrest officer before the entire Morcrest army. They were evenly matched in talent and prowess, but the officer's age outweighed his experience in the end.[/spacer][spacer]However, it would not do for a Morcrest knight and officer to be slain by a faceless brigand of a now vanquished mercenary band. With his army bearing witness, King Higard II knighted the young mercenary and gave him the fallen officer's sword, helmet, and name. Though the officer Anzo had died that day, the legend of Anzo the Giant had been born.[/spacer][spacer]The new Anzo's renown and prestige in Morcrest grew rapidly, and eventually he was able to be a royal guard in Portsmouth. Though of a mercenary's background and uneducated, he was an outgoing, honest, and hardworking individual. He was well received by the other servants of the royal family, and though boisterous was rarely offensive or obnoxious. Even so, he was often caught mooching off servants in the kitchen or eavesdropping on the royal children getting tutored. Anzo tried his best to get along with the royal family, but with King Higard at the reigns Anzo was always fighting in some conflict or another.[/spacer][spacer]Anzo was lucky enough to befriend Prince Haralt during his time as a guard, and with his appeals Anzo was spared from King Higard's final campaign into orcish lands in 947. For the next few years Anzo was Prince Haralt's guard and friend, joining him on hunts (which Anzo was quite terrible at) and fighting in his stead (which Anzo was exceptional at). During that time, Anzo also started a budding friendship with Princess Adaia and Prince Akard (mostly due to Anzo often joining in any shenanigans they did, especially if it involved the kitchen). When King Higard returned from his disastrous campaign into the orclands in 956, Anzo had reached the age of thirty-two. It was only five years later that King Higard II died.[/spacer][spacer]Under King Haralt's peaceful rule, Anzo was released from his duties and free to move about as he pleased. In the six years King Haralt reigned, Anzo filled up all of his time with mercenary work or claiming bounties on bandits and highwaymen. It wasn't long before rumors and gossip of the giant knight known as "Anzo the Great," "Anzo the Grand," and "Anzo the Giant" started reaching even the noblemen's ears. To Anzo's immense joy and pride, people even started to run to the streets to meet him whenever he arrived, and his name was recognized by any shopkeepers or store owners he conversed with. His renown eventually reached even to a young Prince Akard. Prince Akard had an outlandish dream of uniting Elliria, but the young prince's ambition and fierce, confident eyes convinced Anzo to amuse the young prince for a time. It wasn't long before Anzo realized he, too, was sharing Prince Akard's dream.[/spacer][spacer]When King Haralt died, the young Prince Akard ascended the throne. The King's Wardens were finally, truly created and Anzo had the pleasure of being one of the first. Anzo had seen the Warden's ups and downs, found and recruited many individuals, and supported Wardens for the eight years it existed.[/spacer]
Other
Though Anzo hates magic, he is rather tolerant towards mages. As long as they aren't using magic, Anzo won't act any different towards them.

Anzo's big body means it takes a lot to get him drunk, but be warned if he does: the giant man is a very affectionate drunk who forgets his own strength.

Anzo is the Lead Recruiter of the King's Wardens. Basically, there's a high chance he had something to do with someone getting into the King's Wardens.
 
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My second sheet for Ordeth will be coming shortly! :)




[fieldbox="Viktori, #a32f2f, solid, 15, Forte"]

Age
27

Gender
Female

Race
Half-Elf

Class
Blood Gladiator (Warrior + Spellsword)

Blood is the source of all life. To be proficient in Blood Magic is not a feat all magic users are capable of. It requires an inner strength to keep demons and spirits at bay, to keep one's own mind sane. To acquire more blood, there is no better place than a battlefield – or as city peasants would call it, the arena. To be a blood mage and gladiator was to put on some of the most gruesome shows. Showers of red, the smell of iron and sweat, the cheers of the drunk crowd in an intimate duet with the screams of the gladiators' croaked voices. As any spellsword would in the fatal arena, a Blood Gladiator has the possibility to use the blood of their opponents and use it to replenish those they are assisting. They must also learn how to fight off the other spellswords, all the while supporting the main gladiator and providing entertainment. The more coins they brought in, the less likely they would be fed to fighters out of their league. This requires an extraordinary amount of concentration, stamina, and brute strength. Many more experienced spellswords would argue that being flashy drains more energy than necessary, and it is true – without proper sleep and food, a Blood Gladiator does not do well in the arena and thus risks stumbling upon their own death. They rarely strike to kill, but instead to wound and this can cause for bad surprises.

In summary:
Blood Gladiators are gladiator-born spellswords who have mastered the magical art of blood magic. The more blood there is that does not belong to them, the better they perform. They may also use their mana for other minor spells. They are cruel with a blade, but not deadly.

Appearance
Viktori has the slender build of an elf, but she is relatively tall. She has surprising force for someone her size, and under her lean muscles there isn't much fat to be found. Her feminine curves are not easily distinguished under her armour because of that, though if she were to wear female civilian clothes, there would be no doubt she was a woman. Her hair is long and black, reaching the lower part of her back. She keeps it up in a high bun, foreign strands held back by her leather headband. Many scars can be found on her body, a result of a slave's life and being in the arena for so long. Her face is surprisingly spared, and one would say that she has a savage beauty, with dark green eyes that are never tender. Though she tries to hide those most of the time, Viktori's ears are a constant reminder of her elvish heritage.

Equipment
• Short sword
• Large iron ring with an empty gem-like hollow stone.
• Arena battle garments: tough leather top, sleeveless; tough leather pants. Leather boots that reach to her knees.
• Outside battle garments: linen coat toughened with a leather layer, with furs sewn to make a hood. Same leather boots and pants. Light leather gloves.
• Worn, filthy leather headband.
• Dirty silk sash, red, worn around her waist almost at all times.
• Traveling backpack containing: an unfinished map of Elliria, with a focus on the Republic of Sotis and Morcrest; waterskin; clean linen strips; written proof of her liberation; flint; whetstone; few days' worth of rations.


Position on Magic
Pro-Magic, strong supporter of profane magic


Time with the Wardens
2 months



[fieldbox="About Magic, #a32f2f, solid, 5, Forte"] Mana Pool
Low


Blood (Major)

Keep on Living | Using the blood of enemies, opponents, or simply people she does not like, Viktori will restore the life force of those she is supporting. She cannot support more than two people at once.

Bloody Heart on a Sleeve | Using most likely the blood of her foes, Viktori can amass a large amount of it to create a permanent shield of coagulated blood. It isn't a hard surface, so any swords or arrows will remain stuck in it and only she can control the mass to push the items out of it. She can either create one large shield (that sticks to someone's arm) and is three feet wide/long, or three smaller shields for three different people, no larger than 12 inches in diameter.


Illusion (Minor)

Death Welcomes You | As an illusion spell, this one causes the recipient to no longer fear death: it dampens the fear of dying for no longer then one hour. How they react is not part of the spell however. It can cause some people to be desperate and try their hardest to survive, or it can cause some to be close to suicidal. Viktori does not use this spell very often, unless she knows how the other person will react. It can only be casted on one person at a time.
[/fieldbox]

Strengths | | Weaknesses

+ Iron Will | Even though she practices profane magic, Viktori has trained for years on keeping an iron grip on her mind. She will still be more vulnerable to possessions compared to other arcane magic users, but will be better at resisting it than full practitioners of dark magic.
+ Die Another Day | The woman has an extremely high tolerance for pain. She has above average athleticism and is capable of fighting for long periods of time or until she cannot see what she is doing.
+ A Blade Called Toka | Viktori's small size prevents her from wielding big blades, and so she has taken to heart to master the use of her short sword, Toka. It was given to her by Gregnan and she has used it even since. Her agility with it is surprising, and it truly looks like the blade is an extension of her arm.

- Warm Hands, Cold Heart | Empathy, kindness, selflessness are not things that come naturally for Viktori. She can be harsh and holds high expectations for herself and everyone without exception. She is cruel to her enemies when fighting, and she will more often than not offer a messy death to those she has defeated.
- Eyes That Can't See | With the extremely frequent use of her blood magic, Viktori has taken a physical toll of her efforts. The veins in her eyes are strained, and at times they will completely blind her after she has exerted a huge amount of magic and physical activity. On regular days, she can see just fine.
- Books and Bricks | She is highly uneducated. She cannot read, write, talk in other languages than the common tongue. She has no knowledge about etiquette or good manners, or honour for that matter.



Personality

Viktori is used to being in the shadows, on the sidelines. She is very aggressive, much like a feral cat, and has immense faith in her abilities. Her arrogance is pretty obvious, even for those who don't know her, and that can easily be the cause of disagreements with other members of a group. The advantage of this trait, however, is how dependable Viktori is. She will never stop fighting, and will not leave behind her friends and family. She may come off as cold, but through her stoicism she cares immensely about those who have been nice to her. This tends to make her a bit naïve and she can easily mistake romantic advances for kindness, since she has never been with a man before.


Biography

Viktori was born a slave, like her mother before her. She doesn't know who her father is, only that he might have been an elf, and a slave. Her mother was young, and died moments after the birth of her second child two years later – her brother, Ordeth. It was a few years before Viktori knew more about the world she lived in. They lived in the Republic of Sotis, part of a greater kingdom, Elliria. She was prejudiced against because of her smaller build, and it didn't take long for her brother to overgrow her. Most of her younger years, she spent them being an errand girl for the family who had owned her mother.

Around her tenth birthday, Viktori began to display signs of magical abilities. Whenever blood was in her vicinity, she couldn't control herself and would replenish her own life force. This quickly became very awkward for the ladies of the house, and soon enough Viktori and her brother were sold to the highest bidder. They were both relatively healthy and Ordeth was incredibly strong, which meant the wealthy enthusiasts of the arena would have been more than excited about the duo. They were bought by a kind man, Gregnan, and he trained them on the gladiator performance art. A mysterious woman, whom Viktori never learned the name of, taught her how to better make use of her magic, and how to access her small pool of mana. She learned how to keep her heart and mind focused, free of any kind of evil temptations.

After two years of training, Viktori was then thirteen, Ordeth and she went put through their first match. Since the fighters were mostly still teenagers and in training, they were not fighting death matches. This allowed the siblings to improve their skills and by the ages of 19 and 17, they had been scouted multiple times to finally be bought by one of the wealthiest owners in the arena. He was much less kind than Gregnan, and to this day she nurtures a profound dislike for the man. They trained and fought ruthlessly for years, and they slowly became the best breadwinners in the arena. Viktori and Ordeth were treated better than the other slaves, but the young woman was convinced she had earned this new respect. As it was getting to her head, her arrogance began to dig a steep gulley between her and her brother. It wasn't until she met death face in the corner of her eye that she fell back down on her knees: she had overestimated her own remaining life force, and had tried to restore some of Ordeth's, nearly killing herself and bringing her mind to the dark edges of another world.

A few months ago, she and Ordeth were offered their freedom by their owner… paid by the king himself. It seems he had some of his men watching the matches and scouting exceptional fighters, and it was reported that they would be a good addition to the King's Wardens. They were a one-of-a-kind duo, unmatched in the arena. Viktori was grateful for another purpose in life, as gladiators did not live very long…



[/fieldbox]
 
@Rook I've been having a bit of computer trouble recently. I'll edit my CS as soon as I get the chance.
 
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I am, but I'm having trouble finalizing my character as I've been busy and sick. :P
Ah, that's unfortunate. Hopefully you'll get better soon. I can help you out, if you'd like to PM whatever it is you have so far - if you think that would be useful?
 
Viktori is accepted.

Viktori!!!
I'm trash. I know.

I'm glad you let me know. I was starting to wonder if you were still going to be joining us.

Also, hey, people I haven't heard from in a while:
@Vio @kimsim12 @BruisedLavender

You still here?

I'm still around. I haven't been able to do much with iwaku lately. I apologize for my lack of presence. I'm trying to move to Canada and things haven't been going according to plan. XD
 
Viktori is accepted.

Viktori!!!
I'm trash. I know.

I'm glad you let me know. I was starting to wonder if you were still going to be joining us.

Also, hey, people I haven't heard from in a while:
@Vio @kimsim12 @BruisedLavender

You still here?
I am! Apologies for the late response, I'll be correcting Helke shortly! I'm on a trip right now and lost track of how many days I'd left things hanging.
 
I'm still around. I haven't been able to do much with iwaku lately. I apologize for my lack of presence. I'm trying to move to Canada and things haven't been going according to plan. XD
Well, that's definitely something. And an understandable reason for lack of presence. Good luck!
I am! Apologies for the late response, I'll be correcting Helke shortly! I'm on a trip right now and lost track of how many days I'd left things hanging.
Sounds good.
 
[fieldbox= Ansley Norcott, Purple, solid]
Name: Ansley Norcott


Age: 30


Gender: Male


Race: Human


Class: Fighter (Vanguard-Berserker)


Position on Magic: Undecided
  • Balefall born, Ansley was raised in a culture that largely shunned the magically adept, locking them away in their own part of the capital to be trained and kept away from the normal humans of Balefall. However; due to his many travels as a Sellsword and later on as part of the Wardens, Ansley has come to meet many mages that he would not mind having around him. As such Ansley is largely undecided on his outlook on Mages, deep seated Balefall bias pulling him one direction while his worldly experiences pull him in the other.


Time with the Wardens: 4 Years, 2 Months


Equipment:
Armor
Ansley wears what most would consider to be an unfinished set of plate armor, and their assumption would indeed be correct. On his shoulders he wears three-tiered steel spaulders, that are hewed in a rugged bronze. On his forearms he wears a vambrace, foregoing the bulky gauntlets in order to better grip his maul, which leaves his hands and part of his wrists open to attack. The vambraces are the same bronze as the spaulders. On his legs he wears a steel poleyn plate which joins near seamlessly into his schynbald armor plating that provides protection only for the front of his lower leg. His final pieces to his armor are his breastplate, which covers only his sternum and shoulders and three leather belts that are lined in steel around his abdomen. Ansley's armor gives up protection in favor of speed and ease of movement in order to allow Ansley the ability to twist and turn better in turn putting more torque on his Maul which makes for a greater hit. Under all of this is his brown pants, and tan long sleeve shirt along with a long and tattered tan scarf he wears around his neck.
Weapon
Ansley wields a massive two handed maul. The shaft is just over a meter in length of solid oak, and the head of the maul is solid steel. Fashioned in the shape of an hourglass but instead of the curved edges of an hourglass the mauls head is more straight-edged as seen in the image.
Personal Items
A leather bladder that is normally filled with mead or some other alcoholic beverage. Other than that Ansley travels light, carrying only a small bedroll and his ruck.



Spells: N/A


Strengths:
  • Showman: Talented with the maul, Ansley's fighting style comes off almost as showmanship, full of unintentional flare and quite interesting to watch for the candid observer.
  • Strong: Wielding a maul does not come easy, years upon years of training has molded his body into the strong and solid platform that is required to wield such an unruly weapon.
  • Perceptive: His greatest strength does not come directly from the maul itself but from the fact that due to the many restrictions the maul impedes on Ansley's speed and ability to counter blows he has come to learn to read an opponents movements and reactions.
Weaknesses:
  • Under "Control": Although Ansley's maul is a huge intimidation tool on the battlefield to most human opponents, it is also a crutch. The massive size of the maul makes it unwieldy at times, and impractical indoors.
  • Slow to the Punch: The shear amount of strength needed to get the maul moving makes for a slow wind up to most strikes Ansley takes, which leaves him vulnerable in the opening seconds of each strike as well as at the end when Ansley must reign in the massive maul of its momentum.
  • What Armor?: On top of all this, Ansley is forced to wear minimal armor in order to maximize movement and thus torque that he can put into each strike, which is then compounded by the weight of the maul itself into a devastating blow. However this leaves much of Ansley's body extremely vulnerable to attack.

Appearance:
Height: Six foot, one inch (184 cm)
Weight 186 pounds (84 kg)



Personality:
Ansley is a boisterous man, even on the battlefield it is said that his yells and deep laughter can be heard over that of battle, which is likely to be followed by the sickening crunch of the poor soul caught on the receiving end of his maul. When he isn't engaged in combat he is the kind of man to be found at the local inn quickly running dry the stores of beer and fresh meat, much to the dismay of the poor innkeeper unlucky enough to provide for him. Yet Ansley sees no problem with the way he goes about his life, for in his eyes, all he truly knows is the uncertainty of making a living fighting. Every battle won, every pint of ale downed, every single moment of his life could very well be his last in his line of work, and as such he makes the most of the moments that aren't caked in blood and dirt.


Even so Ansley truly shines on the battlefield and as such he tends to find life off the battlefield to be drab and devoid of any true meaning. Unless fighting or drinking he tends to be unamused by most trivial daily tasks.


Biography: [spoili]
A bastard born to a glass merchant in a small town in Balefall, Ansley began his life rather normally, as he was accepted by his father to most of the townsfolk's surprise. Growing to the age of six with most of the comforts that were to be expected of a merchants son, he began to learn his language and letters as well as slightly touching on his numbers before his father had decided they were going to be moving the family business to Kalico, in order to be closer to his major clients.

They embarked in a caravan from the Eastern side of Balefall in the early Spring of Ansley's seventh year. They had made good time through the desert, traveling for just over a month, and they were expected to reach their first oasis in just a few days riding and the closest outpost shortly after. But as the caravan neared the oasis the scouts halted them and sent two mercenaries forward to check the oasis, from Ansley's position in the front of the convoy a thick black smoke was clearly visible, but the source was blocked by the dune just ahead of the wagons. A few minutes after the scouts had left they returned, one with a solemn and serious look on his face, the other in nothing other than shock at what he had seen.

"Stay here Ansley, Papa will be right back okay...?" his father had said to him.
If only it had been true. Just a minute after his father had left for the head of the convoy the lookouts horns began to sound. Once. Twice... Three times. Banes. The caravan erupted into activity as sellswords began strapping on armor and swords to their waists. Merchants began to gather their families, and some even began to turn their wagons around.


And then they were on them, the Banes leaped from the top of the dunes down onto the caravan, sellswords were caught without armor and weapons. Many falling in mere moments of making contact with the foul beasts. Entire wagons were simply torn to threads as the banes lunged for those inside. Ansley sat in his wagon waiting. Watching. For his father. For anyone.

He felt a hand at his back, hard and cold. He began to move violently and swing his fists behind him as he was pulled from the wagon and sprawled out on his back, eyes staring at the now smoke filled sky. To his surprise the thing that had pulled him from the wagon was not a bane, but rather a sellsword. He looked at the man and was suddenly being picked up and carried away slung over the mans shoulder.

"Don't worry boy... We're getting out of this hellhole." was all the man said as they ran East. Away from the caravan now in flames, and the slaughter that could still be heard. Once the duo was well clear of the fighting the sellsword stopped and introduced himself as Falin, but the introduction was short lived as they were soon moving across the desert once more. They traveled for what must have been three days through the desert until they came upon a small outpost. From there they traveled to Kalico, and Ansley was to be given up to a local mission to be taken care of.

Ansley however did not wish to leave Falins side. And instead of giving him away Falin took him in, and began to raise him as his own. This new life was one of movement, searching. For pay, for a way to fill their stomachs from night to night, after years of this Falin finally decided that Ansley was old enough to begin to help pay for their survival. At fifteen Falin began to teach Ansley basic swordsmanship, something Ansley would turn out to be utterly horrid at. But there was one thing that had always fascinated him. Many times he had seen men wielding huge hammers, "Mauls", Falin had called them when he asked.

Mauls were too large and heavy for a boy of fifteen, but it didn't stop Ansley. He began to practice, swinging an axe, hauling firewood. Anything to strengthen his body to the point of finally being able to wield a Maul of his own, in the meantime he would have to make do with a sword.

After three years of effort and work, Falin finally deemed Ansley ready to wield a maul. Since then it has been the only weapon that Ansley carries with him. Long after Falin had passed Ansley was still working as a sellsword, taking jobs just as Falin had, and honing his skills in battle. Slowly he began to make a name for himself among those in need of sellswords.

Reliable, unwavering in battle, and trustworthy. For a price.

One day however, a band of assassins hired Ansley. Their target was a nobleman of Morcrest. Ansley did not care whether the man was innocent or evil or simply on the wrong side. The pay was good and that was all that truly mattered, and he accepted the job after a short bout of negotiating with the assassins.

The entire assassination had gone fine until they entered the nobles home. Inside they found an ambush waiting for them. In a confined space, Ansley was near useless with his maul. So he did what any like minded sellsword would do, he stepped back outside. In the moonlight as the sounds of fighting could be heard inside the home three armored figures stepped out of the house. The crest on their armor bore likeness to that of the Akard Royal Symbol, although Ansley couldn't quite place it. Knights sworn to the King was what he settled on as they spread themselves in front of him, ready to strike.

Ansley braced for a blow as the knights leader, the one wearing a unicorn helm, reached up; but instead the knight motioned at another. The other knight calmly removed his helm, he was old, easily forties and he outstretched a hand with a small parcel in it. Ansley cautiously took it and was dumbfounded at its contents. A request for the Knights to find and take Ansley under their command, and persuade him into joining a group known as the "The King's Wardens", signed by the king of Morcrest himself. And with it came a promise of handsome payment.

As any sellsword would have at that moment, Ansley slung his maul over his back and took a knee.

"Ansley the Mercenary. At your service." he said with a bow of the head.[/spoili]

[/fieldbox]
I refuse to answer any questions on how alike Anzo and Ansley are (Oh my god even the names), they are two separate characters that have each existed for quite some time and had no (at least to my knowledge) influence from the other.

Well there he is! Hit me with criticism (Not literally though...)
 
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Ansley Norcott
Ansley Norcott is accepted, provided Mite has no objection.

I refuse to answer any questions on how alike Anzo and Ansley are (Oh my god even the names), they are two separate characters that have each existed for quite some time and had no (at least to my knowledge) influence from the other.
@Pahn made two characters who both have connections to blood, are half-elves, and have names starting with v. She didn't even realize this until it was pointed out. :P

red Side character list has been added to the Warden information, as have two previous Commanders.
 
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