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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.
Ansley Norcott is accepted, provided Mite has no objection.
A sellsword in Kalico would be a tough job indeed. The infighting between nobles is relatively muted (or, at least, not as blatant as hiring sellswords) because they are united by their hatred of Wildlings (those barbaric, feral beasts - not like our good Inguz!) and Elves, both of which they are technically at war with. Though bandits and highwaymen are few and far between thanks to the strong security and general standard of living in Kalico, the ones that do exist are often deserters of the army - well-trained, well-armed, and far more dangerous. Sellswords would find it difficult to both survive and make coin in Kalico (even if they accept contracts from Kalico itself, mercenary companies are often sent on suicide missions into Vardendale or the Wildlands - either that, or they get a small reward for simply escorting a cautious merchant across relatively safe countrysides).

Regardless of whether he was just lucky or had a few hidden supporters, the fact that Ansley was able to make a name for himself even with these obstacles (and with a maul, no less) only further proves his skill and talent.

As for the similarities, Anzo (on-zo) and Ansley (anz-lee) are both loud and energetic individuals, but Anzo focuses on being as "big" as he can while Ansley focuses on "living" as much as he can. That said, both are very strong men with comparable personalities and backgrounds; they could probably make great friends.

Also, mention of a unicorn helmet = instant success on Mite.
 
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@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
I don't even know how this happened. I made the characters with very different concepts in mind, the settings are atrociously different, and omg how could I even D: The major difference is Viktori is chaste, and Valindra is going nowhere but in the Libertine/Redstar section 8D
 
Well, that's definitely something. And an understandable reason for lack of presence. Good luck!

Sounds good.
There, I edited everything!
 
red Along with the IC comes some other important information. The cut-off for new characters will be the end of the first scene-- which isn't going to be an especially long one. Likely a few weeks (give or take a bit, depending on everyone). This includes second characters.

@Jhuton @kimsim12 @Vio
(@Pahn)
Everyone should be glad Feather helped keep the post from being as atrocious as it might have been.
 
[fieldbox="Hlynn, #6666ff, solid, 15, Arial Black"]

Age: 25

Gender: Female

Race: Human

Class: Mystic

Position on Magic: Pro-Magic/Pro-Profane

Time with the Wardens: 2 Months

Equipment:
Combat Gear: A small dagger, a long cloak, light leather armor
Other Equipment: Whetstone, cold iron ring, backpack, sleeping roll, flint and tinder, chalk, a water skin, and a lantern.

Mana Pool: Low

Spells:
Virulent (Major)
(Gentle Wave, Heavy Hail):
This spell allows her to slowly summon a large protective sphere of magic around herself, sustaining it with mana or blood. While she has little trouble keeping this shield on her person for several minutes, she can expend much greater effort to have it extend in a much larger radius, for an equally much shorter amount of time. This shield is very difficult to penetrate by mundane means, and magical abilities have trouble getting through as well. People cannot enter or exit the shield once it has been put up. However, it is two-sided, meaning that anyone attacking from inside the spell will have equal trouble attacking from within it. The shield is also semi-opaque, and looking through it is like looking through a cloud of fog. It is completely immobile, and needs to be built up over a period of 30 seconds to 10 minutes, depending on the size of the shield she is trying to construct. At its biggest, she can hit about a 30 foot radius - however this only lasted a few moments before draining her mana completely.

(Beautiful Melody, Bright Burst):
This spell allows her to summon up waves of energy around herself and release it as a short-to-mid range attack of pure magical energy. Depending on how much blood and mana she uses, she can summon up more to keep up around her as a reservoir of ammunition. This ammunition is maintained through very minor mana consumption until she uses it all, falls unconscious, or dismisses it. She directs the energy with hand motions, and can fire it off at speeds rivaling an arrow from a bow, but with less accuracy. Her average is around 5 energy bolts to a reservoir, but she can manage more if she pushes herself. It takes about 15 seconds to create a new bolt, so summoning multiple at once for combat purposes is desirable. If she fires one bolt at a time, they are single-target, but if she amasses 5 together, she can fire them all together - when they hit something, they create a small explosion of magic with about a 10-foot radius. She can also call it up as a more specific element - Water, snow, or air, though this takes more energy than standard to call and maintain.

Conjuring (Minor)
(She is but a Distant Memory):
Hlynn has learned to summon a particular spirit to her aid with this spell, and finds that calling this spirit is easier than others. In order to induce familiarity, she will often summon it into an animal and then keep that animal as a pet for a day, before dismissing it. While she can summon the spirit in a pure form for short bursts (only a few moments), she prefers not to, as its visage is frightening to her. Regularly, she can summon the spirit into a body for several hours, up to a maximum of a full day before it is de-summoned. The spirit is skilled in combat, about as much as a competent soldier, able to wield melee weapons and fight unarmed with some skill, but Hlynn is protective of it, fearing its injury if in a body that gets destroyed. She can dismiss this spirit from a body at will if she is touching it.

Blood (Minor)
(We are but Listless Strands, Which Cannot Touch):
This song gives her the ability to send her own blood to strike out in small crimson tendrils at nearby attackers - this can cause minor cuts, but that is not the real power of this ability. If she can guide a tendril inside someone's open wounds, she can infect their blood, causing it to rebel against the host's body. The tendrils attack at the victim's body from the inside, poking and slicing at nerves and organs. This envelops the target in an immense amount of pain, and can stop large creatures in their tracks. This causes only minor damage, leaving mostly a few heavy aches and pains in the average person, but can knock a weaker person unconscious from the pain. She can only control these tendrils within a few feet of her, and as such the effects of the blood infection only last while she's within that range (however, the pain may take some time to fade). This takes a moderate amount of mana to conjure and maintain.

Strengths:
+Survivalist | Skilled at surviving in harsh environments - setting traps for food, catching animals, which plants to eat, etc.
+Creative | Comes up with strategies and magical poems on the fly, and also created her own magical techniques.
+Powerful Spellcaster | Profane magic gives her strength, and that strength is of a fairly high magnitude.
+High Pain Tolerance | She cuts herself a lot, and has gotten used to the feeling of blade on skin, as well as other, external pains.
+Intuitive | Her guesses tend to be right.

Weakness:
-Suspicious | She does not trust anyone, and trust does not come easy. She often must split focus in combat with allies and compulsively lies about herself.
-Fragile | While she can stand a lot of pain, her constant use of blood magic makes her highly susceptible to physical attacks and damage. Also pretty anemic.
-Inexperienced | She has been in a few fights, but does not have any real knowledge about the world, history, mathematics, etc.
-Low Mana | While she can cast powerful spells, her inner energy is quick to run out, requiring her to use blood magic for almost anything above the lowest capabilities of her basic powers.
-Scarred | Her arms and legs are heavily scarred from her practitioning of the profane arts, and as such anyone who sees them can be thrown off or suspicious of her magical abilities.

Personality:
Hlynn is a girl with a chip on her shoulder the size of a mountain. Still, she tries her best to be polite when meeting new people, and makes an effort to do good when she sees the chance for it. However, she is very shallow and secretive in her conversations, not wanting to reveal too much about herself. Her desire to do good is mostly selfish - she wants people to like her, or at least not see her as a threat. She attempts to live each day to the fullest in terms of seeing and doing new things. She doesn't hesitate to jump into a fight if it's something or someone she cares about, but if she is not personally involved, she gages it carefully to see if it is something she must participate in.

Biography:
"I choose how I die." The phrase rang in Hlynn's ears as the girl's neck spurted blood, sending splatters of the dark liquid across the snow clad earth. The body fell, hard, slamming into the snow, twitching and sending a pool of dark red liquid spreading across the frosted ground. Hlynn could not turn her eyes away, and her mouth was open in an expression of pure horror.

Even as a child, Hlynn was very secretive - finding little pieces of metal, dead leaves, small sticks, and hiding them about her bedroom. An only child to her single mother, she often had to go out for chores and work, despite her young age. She was taught to never talk to others - her father, it had seemed, was not somebody her mother wished to talk about. Her father was someone that the village did not like, that much was certain - but Hlynn never knew more than that. However, their shared secrets suited Hlynn - both of them liked their privacy.

Her mother, Miranda, was kind. They lived in an average-sized village in a snowy valley of Norboro, hateful of magic as many are. Very traditional and very suspicious, Miranda chose to keep her and her daughter out of the public eye as much as possible - an impressive feat, considering the amount of gossip that made the rounds daily. In their isolation, she always had enough to eat, they played games of chance and had long, drawn-out discussions into the night.

As they grew older, however, Hlynn noticed her mother becoming more distant and cold. Though she still pushed for the talks and games, they became more forced every day, Miranda coming home from her job as a seamstress and immediately going to sleep, without so much as a "hello". When confronted about this coldness, Miranda didn't answer, just gave a sad smile and replied, "it's not your fault." What Hlynn did not know, however, was that she had been exhibiting signs of magic in her sleep - in her dreams and nightmares, currents of magical energy would shower off her body. Her mother did not tell her, in fear of the village killing her child if she revealed it.

Hlynn began to pursue other relationships, but it was difficult - she could relate to few people in her village, with her previous life of secrecy having been too effective. However, there was one girl, who seemed to see something in the young girl. "I'm Kethel," she introduced herself. It was late, just as Hlynn began to do her grunt work for the village. They talked for hours, late into the night, both wrapped in the same blanket to keep warm. They promised to talk again, and Hlynn was happy, for a while.

They began to spend the days and nights together. They did their chores and their village grunt work together, as well as went out and explored the surrounding country, and the years that they spent together were the happiest Hlynn had ever been. When she was with Kethel, she felt like nothing could hurt her. At nights, they would run away from the town meetings to build their own snow tunnels out in the woods, and talk and think about the future. That's when Kethel revealed her abilities to Hlynn. They were amazing, sending beautiful sparks of electricity through the air current and carving out small burns in the snowy walls that they touched. When Hlynn touched Kethel, she could feel her hairs standing up on end.

But it was Kethel's bravery that made Hlynn fall for her. She would skip village work, tempt wild animals with food just to get a closer look, climb to the very tops of trees just to gaze, wonderously, at the world around her. Whereas Hlynn had spent her years trying to stay under the radar and do what she was told, Kethel always wanted to try new things, do new things. "I've got to live every day like it's my last!" She would cry, perched precariously on the highest branch of a snow-covered tree. For the first time since she was a child, Hlynn felt truly happy. They shared their first kiss beneath the single, dead tree next to the frozen lake, and Hlynn could feel static running through her body.

Not everything was pure and idyllic, however. Hlynn could feel the sadness radiating from Kethel when she was asked about her family. She always had bruises she tried to play off as being from exploring outside. Every day she would go home, and as they walked together, Hlynn could feel Kethel's feet dragging. Hlynn never really met Kethel's surviving parent, her father, but she would wait at the end of their property line, at the behest of Kethel. Kethel's father was a well-respected hunter in the community, bringing in all sorts of hard to catch meats, but that was all Hlynn really knew. She didn't think much of it at first, but as time went on, she could tell there was something sinister going on there. Eventually, she decided to stake out the house after Kethel had left, and determine once and for all what was going on.

Through a crack in the curtains, Hlynn could make out Kethel, yelling something at her father. Then, a hard slap, and Hlynn could feel the impact from outside. A range of abuse quickly took place inside, with Hlynn frozen in fear outside, tears streaming down her face. She didn't tell Kethel she knew, but only tried to hug her tighter when they were together. She didn't know what she could possibly say, what she could do to make this stop.

And then there were the magic trials. Year after year, there were accusations - someone would see a large wind gust around someone, or a villager had an exceptional way with animals or healing - nearly instantly they were accused of possessing magic and were put on trial. There were a few tests they would be put through, a burn here, a poke there, nothing too wounding, to draw out any magic as a self-defense mechanism. Very few actual mages were found, but there were a few that Hlynn could remember. They were taken away, and publicly executed. The lynching was long, ritualistic, and painful, hanging them up to a large wooden post, beating and stabbing them, until they finally died from their wounds. It was brutal, but the town council determined that it was the best way to dissuade more magic from cursing their town.

Hlynn didn't like to watch. But then there was Kethel. Kethel, who was proud of her power, even as she kept it a secret - who liked to practice out in the woods, letting bolts of electricity fly from her hand to see how big of an arc she could create. It was only a matter of time before someone caught her, and brought her back to face the trial. Kethel cried out as the pain reached her, involuntarily sending sparks up the small shortsword and severely burning the hand of the man that did it. She was immediately grabbed, and began to kick and scream, trying to get away. Hlynn would never forget her grim face, as she stole a knife from one of the warriors, stabbing him in the jugular. When the others surrounded her, swords out and slowly inching towards her, Hlynn could see that Kethel knew that she couldn't escape - with only enough time to flash Hlynn a sad, tragic smile, and say her final words, she drove the knife into her own throat.

The crowd dispersed quickly, and Hlynn rushed to the body, cradling the still-bleeding girl in her arms, as Kethel's father approached, a blank expression on his face. "I always knew she was a bad egg," he sneered, before shaking his head. "Don't even think she was mine anyway." He waved a hand dismissively and turned, leaving Hlynn to sob over her love's corpse.

After that Hlynn fell into a state of depression. She didn't want to go anywhere, to do anything. Her mother, still withdrawn from her daughter, attempted to comfort her in her limited time at home, but nothing would draw her out of this depression. She barely ate and barely slept. Slowly, but surely, she began to come out of it. It started with going to work, the manual labor letting her work thoughtlessly, and then she began to go back to more social work. Not that she really wanted to go face the village people again. Nobody could replace Kethel, but maybe she could make a connection again. She was wrong.

That look on Kethel's face. Those words. Even as she tried to be more outgoing in town, they haunted Hlynn's dreams, and were the first things she thought of on that warm summer day when her powers first manifested. It was an unnaturally warm summer when the children began aggressively bullying her. Her relationship with Kethel had been fairly well-hidden, but her breakdown over the girl's death had drawn the ire of her peers. Why should she care that another magic user is dead?

With Kethel gone, she was no longer willing or brave enough to defend herself from these antagonists. They ripped at her hair and knocked her to the brink of consciousness, before taking her deep into the forest to that frozen lake (now thawed for the summer), and held her underneath, calling her terrible names and saying she didn't deserve to eat the same food they did, to live in their town. It didn't end well for them. Hlynn felt something rising up in her, as she watched the blood from her cuts float in front of her face, drifting in the water, starting to glow. She screamed, and the blood transformed into pure, magical energy, striking out at the boys and wreathing them in pain and blood. They almost immediately passed out, not dead, but in a huge amount of pain.

She knew then that she would never be safe. Never be free from this curse, this magic that would make everyone in her town try to tie her up and kill her. Like Kethel, she would be sentenced to a horrid death. She ran home as fast as she could, wanting to escape before the boys rose from consciousness. She had a plan - she was going to run. Luckily, her mother had been preparing for this. In tears, Hlynn confessed to what had happened at the lake, and Miranda immediately ran to collect the bag full of savings she had collected from working extra, and gave it to her daughter. "Run," she told her, "Run south. To somewhere where you can grow, where you can be safe. Do whatever you have so you can survive." With one final, tight hug, Miranda piled Hlynn down with clothes, supplies, and a pair of daggers, and sent her on her way.

Hlynn traveled for several years, avoiding towns and villages like the plague, camping out in the wilderness for most of her journey. She only went into towns when she absolutely had to, and never stayed for longer than a day. Out in the woods, in between villages, she began practicing. She didn't know much about magic, as it was never talked about in her village outside of lynchings, but she knew that she could feel power whenever she spilled blood. Whether it was hers or some unfortunate animal's, it boosted her own abilities tremendously.

Eventually she found that her talents extended not only to blood, but also to pain and powerful magical blasting spells. She developed her own techniques that resonated with somatic components and gentle, melodious talking. While it did not necessarily matter what she was saying, she found that it helped her focus the magic into points of power, as well as call up spirits in powerful forms, or into small creatures she encountered.

As she became more powerful, she heard talk of havens for mages, and began to look for a place where maybe, somehow, she could find a more permanent home. She was tired. Tired of travelling, of being alone, of training alone. Soon she made her way to Morcrest, where she heard tell of the King's Wardens, a place where she might be safer, might be more accepted as a mage. She quickly made her way to the place and inquired, hoping to find a place where she could be accepted and free.

Hex Code: #6666ff
[/fieldbox]
 
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Hlynn Coombs
She's definitely going to die.

Lanterns are cool. I'm glad you included a light source.

(Gentle Wave, Heavy Hail):
Some specification on duration would be nice. It doesn't sound like it would be a spell which last very long. I would say it is a sustained spell (which means it has a constant drain on her mana so long as the spell is active). I would further say it isn't likely to last too long since you wrote it up as pretty powerful.

(1)will allow nothing in it other than what was originally placed in it. (2) However, it is completely immobile, and needs to be built up again if she drops the spell.
Could you clarify what you meant here? And on point 2 you mention building it. Does it take time to completely surround her? How long?

(Beautiful Melody, Bright Burst):
Like above, more specifications would be nice.

fearing neither injury nor death
Spirits actually don't die if their "host" is either a human corpse or one of most regular creatures. They would be significantly weakened and incapable of returning to the mortal realm for some time (years) but wouldn't cease to exist entirely.

If she can guide a tendril inside someone's open wounds, she can infect their blood, causing it to boil and roast.
Again, a bit more specification would be nice.

self-taught in every magical skill.
Could you clarify what you meant here?

climb the mountains
There aren't actually real mountains in Norboro. There are some significant hills, but it's mostly forest (where the people live) and tundra in the north (where the people don't live).

swim underneath the frozen lake
... I feel like this would kill her. Unless she would use some kind of magic to warm herself during/immediately after?

And then there were the magic tests. Year after year, people were poked, prodded, and burned, made to drawn out whatever magicks that they possessed within themselves.
Okay, so this is actually the biggest problem. Norboro does hate magic, but the wouldn't conduct such harsh tests on citizens they do not have any reason to suspect. That's a quick way to make everyone hate you.

But they would perform such things based on flimsy accusations. My suggestion would just be to have someone accuse Kethel of being a mage (they could say something like "I saw her casting magic!"). And the the torture and testing.
 
Name: Kwirkel Turdic

Age: 25

Gender: Male

Race: Dwarf

Class: Phalanx (Warrior x2)

Position on Magic: Pro-Magic/anti-profane

Time with the Wardens: 5 days

Equipment: A completed set of dwarven full plate, a shield with his family's crest, a mace his mother crafted for him, a dwarven warhorn, and a water canteen.

Spells: What?

Strengths/Weakness: Tremendously skilled defensive fighter, Huge stamina and strength given his style, Natural in the arts (particularly with singing and poetry), Brave to the point of stupidity, Will never leave your side if needed, Generally warm to others, Has a way with the spoken word

Terrible cook, Inexperienced in life, Perfectionist, Not very knowledgeable on anything outside of Ibrance, Not exactly a long distance runner, Easily wounded self-esteem, Emotional, Unknown outside his own social circles, A bit reckless when it comes to trying to prove himself

Appearance: http://i833.photobucket.com/albums/zz255/RichardKennedy09/Non Human Character Portraits/180px-Wild_dwarf2.jpg

5'0 285lbs

Personality: Positive Traits: Reliable, patient, practical, devoted, responsible, stable
Negative Traits: Stubborn, possessive, uncompromising


Biography: The son of a royal house guardsmen and a prominent noble artisan, Kwir has been trained seemingly since his birth to fight and uphold the dwarven way of life. Growing up he was put in good school and had a diverse education from music and writing to arithmetic and rhetoric. When he wasn't at school, it was usually off to train with someone his father appointed which changed if Kwir did not show improvement.

A life that he embraced, at first. For the longest time, his father had protected royalty and his mother put the alluring touches some of the finest pieces of armor Ibrance had to offer. When they grew old, they were essentially forced into less labor intensive positions. One ending up as a Royal Guard advisor and the other as an administrator overlooking the creation of all of the official ceremonial weapons and armor for the Noble Class.

During this time, Kwirkel was starting to frequent the Fray events held in the arena. While he showed promise on his own, he excelled most when it was multiple groups going against one another. He is a dwarven wall to be reckoned with, so much so there were talks of him becoming a Royal Guard like his father.

With more trouble on the horizon, it became apparent to him that it was time to stand up.

The young dwarf grabbed his gear and (against his parents wishes), began to seek out the wardens. Even if he could not join their ranks, he would fight for what he believes in all the same. People working together makes the world a better place.
 
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Hello! I was thinking of dropping a sheet in but I was just going to first ask whether you were allowing players to apply for the lieutenant positions or whether were going to hold off on those for the time being?
 
Oh hey! This was actually my idea, way, way back then! I was known as @Ambra back then. : D

Can I join? What do you guys need, necessarily? I can make anything.
 
Hello! I was thinking of dropping a sheet in but I was just going to first ask whether you were allowing players to apply for the lieutenant positions or whether were going to hold off on those for the time being?
I'd recommend holding off for now. Though we may allow players to take leadership positions, it probably won't be at the start of the RP and it will most likely be assigned in-character. I hope that answers your question.

Oh hey! This was actually my idea, way, way back then! I was known as @Ambra back then. : D

Can I join? What do you guys need, necessarily? I can make anything.
Welcome back! I remember back in your original All the King's Men that you went by Ketori during the earliest parts of it.

Of course you can join. If I recall correctly, Warriors dominate the non-mage classes, and we have neither rogue-archers nor pure rogues. We can always use another Elf or (non-avian) Inguz. We don't have a Warlock, only Sorcerers and Mystics. No one hails from the Barrens, Ketweland, Draivance, Kalico, Etvia, Keth, nor Osigon (and surprisingly few from Morcrest).
We have very few non-combat roles among the PCs, but those can easily be filled by NPCs.
 
Hello! I was thinking of dropping a sheet in but I was just going to first ask whether you were allowing players to apply for the lieutenant positions or whether were going to hold off on those for the time being?
Like Mite said, I'd prefer to hold off for now. But if you make a character suitable for a positions there is a decent chance you'll end up with it.


Oh hey! This was actually my idea, way, way back then! I was known as @Ambra back then. : D

Can I join? What do you guys need, necessarily? I can make anything.
Welcome back! Mite mostly got everything. The only thing he forgot to mention was that we also don't have a character who is primarily a healer. I'd especially like to see a character or two more from Morcrest, along with the other nations there isn't anyone from yet.
 
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Name: Lareira Decseras of Ironhold
Age: 33
Gender: female
Race: Human
Class: Rogue-Archer
Position on Magic: Neutral
Time with the Wardens: 2 years 7 months
Equipment: A pack with a basic survival kit, should she need to travel in the wilds (includes things like flint and tinder, fishing hook, line, sharp knife, two blankets, three meals worth of rations, paper and writing tool, among others), Light leather armor, a crossbow, shortsword, a heavy iron collar, that she wraps in cloth when it is cold or she needs to assure stealth, and within towns she is often seen with a book in hand.
Spells: N/A
Strengths/Weakness: Lareira grew up with the benefit of tutors and a proper education so she is more learned then many. She has a good tactical eye and can provide instructions for flanking troops. Mostly even tempered and fair she can be a good team player and will consistently follow orders. That does not mean that she is not adaptable, most often she concentrates on the end result that her commanders want, and keeps her plans fluid. Unfortunately she harbors a deep bitterness for elves so while she works well with most she will more often get into fights when working with them. Relying on stealth, planning, and distance for her attacks Lareira can quickly be defeated at close ranges, she might but up a good struggle, she lacks the muscling and armor to stand on the front lines. Adept in the saddle from years of riding both for fun and as part of her training she is at home in the saddle, and has the chance to ride most common mounts, though she has been favoring griffins of late. Now while she is at home and on the ground it is a rather well kept secret that she is not particularly good in water, she might be able to doggy paddle her way along but she is not going to be winning and medals in that area anytime soon. Now why most can say that Lareira has recovered greatly from her time as a slave she is not completely healed, needless to say she despises those that hold slaves and has on more than one occasion gone out of her way, and sometimes endangered a mission for the sake of rescuing slaves or persecuting a slaver.
Appearance:
keepers_of_the_realm__3__blue_archer_by_iamagri-d6cr7ll.jpg
Personality: Lareira is a quiet sort of person, she is a good listener and offers an opinion when asked, but she is not a boisterous voice. To most she is considerably even tempered with a keen and logical mind, that is unless she is dealing with elves. Those of elven blood find themselves able to easily flare her temper. Even the Elven commanders find that their commands fall on suddenly deaf ears, and it is only when it comes to the sake of others that Lareira will relent and so as she was told. A comment made by a dwarf might get a soft chuckle and a shake of her head and that same comment made by an elf would get a snarl and a bitter word. This gets especially true when some less tactful mention the iron collar around her neck or the brand on the back of her shoulder. Those Lareira considers friends know she is exceedingly loyal, quick to joke, and slow to anger.

Biography: Lareira comes from the house of Ironhold in Morcrest, a family of new money brought to power by her grandfather through extensive trade deals with the dwarves and other houses. Perhaps they did not have quite they influence afford the more established houses but even through the worst of times Lareira's grandfather, and in their turn her parents could afford to fully staff their house. Wealthy, educated, and spoiled Lareira indulged in many of the hobbies afford to those of wealth, most notably being a brat. Never so bad that she got in any real trouble, and charming enough at social events to assure that she had no shortage of friends it never really became a problem and peace held sway in her household. It was a blessing that she was not made as useless as a glass flower simply because she enjoyed riding and had a healthy thirst for knowledge.

Everything changed when she was sent north to Ketweland to visit an Uncle for spring and part of summer. Thoroughly annoyed by the prospect of missing the spring festival and the summer ball she finally agreed to go, plans were made for her to head to Kalico first, to oversee some business transactions, head through northern Ibrance to pay her respects to a few of the dwarven houses that her family traded with, and then into Ketweland to see her family. She never made it into Ibrance. A fool, a complete and total fool Lareira had heard of the strife that broiled between Kalico and Vardendale but she had been sheltered enough not to fully understand what it truly meant. Convincing a few of her traveling companions to join her in a brisk ride early one morning they traveled to close to the border and were met with a hail of arrows. One of the other riders took two arrows to the back and Lareira was knocked from her horse. The last her companions saw of her was her crumpled form on the ground, and arrow sticking out of her. They left her for dead, but she was not so lucky.

Six years later there was a knock at the Ironhold manor door, standing there was a slight figure, wild dark hair, wide searching eyes, drawn cheeks. It had the face of Lareira, the voice, but this gaunt creature couldn't be Lareira. It took the better part of a week for her to speak even a word, and it took a year for her family to start to hear bits and pieces of what had happened to her. Somethings were easy to discover, an elvish brand at her left temple required a translator but they soon found that it read "runaway", the heavy scarring around her neck was trickier to decipher. Strangely enough she refused to have something done about the brand and almost got into an altercation with her brother when her tried to have something done about the scars on her neck and back. Even as happy as she was to be home Lareira was distant, she continued her schooling but she changed her focus from more general studies to the finer points of war. Her etiquette and language tutors found themselves replaced with those to school her in the art of combat. Her parents and siblings found the change frightening at times, but they could do little to dissuade her. Four years ago she broached the topic of joining the Wardens with her parents, her parents were not overly thrilled at the prospect, but with the help of her brother and sister they eventually caved to the idea.

It has not been an easy job working as a King's Warden. Not a trouble maker by habit, but those of elven blood soon found that she was quick to take offense from them, and unforgiving in her punishments, but she has enjoyed her time thus far, but it has become clear that some of her scars still run very deep.

Mount: Griffin named Tarrir
eagle_owl_griffin_by_robthedoodler-d52tfqs.jpg
 
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I decided that I am going to withdraw from the rp. I don't think I have the motivation to make the necessary changes for my recycled character nor to make a new one. I'm just not feeling up to it anymore.
 
No problem, @Vio. It's good that you came to us and told us the truth rather than just disappear or, worse yet, force yourself to join and participate just to leave soon after (I've made that mistake more than I'd like to share). Good luck in your future endeavors.

@E.T. The GMs are reviewing your sheet so you should hear shortly from us later~
 
@Mite alright, let me know if stuff needs to be fixed, it was getting late and unneeded to go to bed when I finished.
 
I decided that I am going to withdraw from the rp. I don't think I have the motivation to make the necessary changes for my recycled character nor to make a new one. I'm just not feeling up to it anymore.
I'm sorry to see you go, but I understand and I'm glad you let me know. If you ever want to come back, feel free to drop a message. Best of luck in your endeavors. ^^

Name: Lareira Decseras of Ironhold

Strengths/Weakness: Lareira grew up with the benefit of tutors and a proper education so she is more learned then many. She has a good tactical eye and can provide instructions for flanking troops. Mostly even tempered and fair she can be a good team player and will consistently follow orders. That does not mean that she is not adaptable, most often she concentrates on the end result that her commanders want, and keeps her plans fluid. Unfortunately she harbors a deep bitterness for elves so while she works well with most she will more often get into fights when working with them. Relying on stealth, planning, and distance for her attacks Lareira can quickly be defeated at close ranges, she might but up a good struggle, she lacks the muscling and armor to stand on the front lines. Adept in the saddle from years of riding both for fun and as part of her training she is at home in the saddle, and has the chance to ride most common mounts, though she has been favoring griffins of late. Now while she is at home and on the ground it is a rather well kept secret that she is not particularly good in water, she might be able to doggy paddle her way along but she is not going to be winning and medals in that area anytime soon.
I'd like to see a little more weakness in the strength/weakness ratio. What I got was:
+Educated
+Eye for Military Tactics
+Easily Follows Orders
+Adaptable
+Cavalry
-Racist vs Elves
-Weak in melee
-Terrible Swimmer

Biography:
Could you please add a line between the end of her personality and the start of her biography? Had a little trouble spotting it at first.

Everything changed when she was sent north to Ketweland to visit an Uncle for spring and part of summer. (...)
Where is she from? You didn't specifically state anywhere in your sheet and none of us could figure it out.

iron collar
Iron (along with most metals) is a rare commodity in Vardendale, it would be unlikely and wasteful for it to be used in this manner. Branding might be done, but it would be a personal choice of the master. Alive humans in Vardendale are basically always slaves, so there isn't much of a reason to distinguish them separately.
 
Sorry for the slow reply, been pretty busy this week. I made some changes based on your suggestions. Let me know if that is better.
 
  • Thank You
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