Fallen Feathers OOC

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@Zeraj My two characters, as well as a character that has been created by @IncubusPrince (The other performer, as it happens) are all members of the Road. Abel and Cirdan are not particularly battle-oriented, but they are being dragged into the fray by Connas, a close ally and very persuasive individual. It would be entirely reasonable to assume that your character starts out as a part of that group.

@mahigan Illusion magic is based off of... neither, in a way. It is a modification based off of the fact that your character can see. The magic i based off of your character's ability to see. From that point, the illusions could be manipulated to look like anything within your character's imagination, so long as it was vivid enough to be portrayed accurately. That is exactly the same as how someone who uses fire magic from a candle does not need to have their spell based look and act exactly the same as the candle flame on which it was based. That is the beauty of magic. Luckily, it would only take a negligible amount of energy to maintain such an illusion once it is created, because it is only maintained and slightly shifted, not enlarged. It would, however, take a great deal of will to create an illusion, because people tend to notice when things don't look quite right, but not much energy. Ultimately, a reference helps, but as long as your character can imagine it, she can create an illusion of it.

Please note, though, that illusions only affect sight, they don't affect sound or touch. A "perfect" illusion would actually require three different spells, all to be made to incredibly exacting standards. Old fey may be able to manage it. Young fey, probably not. Please also note that if her sight is hindered, whether it be by sleeping or a simple blindfold, her magic will dissipate, causing the illusions to disappear, and forcing her to recast them when she wakes up or when she is next able to see. There. That is the conclusion to one very long-winded explanation.

Healing magic and illusion magic are very similar in terms of will and energy, although not necessarily in action. Like it is possible to maintain an illusion spell while doing other things, it is possible to maintain a healing spell. While it takes less will and energy to cover someone's wound with new skin and muscle in the moment, that spell will have to be maintained constantly for weeks, maybe even months. And if the person you have healed walks away, it becomes hard to maintain the spell unless you have something nearing a photographic memory, because you won't remember exactly what magic was applied to keep the skin, muscle, and blood in place. That forgetfulness tends to cause a slip in will, which might cause the spell to fail.

Does that answer all of your questions?

@Willstar I am sorry, and I truly put a great deal of thought into this, but I am going to have to reject Carlin as you propose him now for this story. Unlike D&D or Pathfinder, Amavia is not set in a limitless world. While there is an island of the fey somewhere out in the water, anything else that is outside the edges of the map ceases to exist. There is no Green Isles, and therefore most of your character's backstory is sacrifice. If you want to include a character that is not built specifically for this world, you need to be prepared to tear him down to his fundamental elements, and then rebuild him in a way that allows him to entirely, and not just marginally, fit into this world.

If you want to attempt this, I will gladly aid you. At this point I know this world better than anyone, and I can help you find events, people, and countries that would still allow him to become, for the most part, the individual you know and love. If you are not willing, I thank you for your application, and encourage you to submit a character that is built for this world.
 
@Peregrine that's perfectly fair. I had only changed the last bit of his history so yeah. ^^

I would still love to join this RP, however, since it looks to be amazing. I'm not entirely sure whether I should adapt Carlin completely or simply make a completely new character to compliment the rest of the group so far. What are your thoughts on this? Do you need a, for want of better word, ranger/scout character?

In any case, pending your answer I'll start writing up a remake of Carlin, scripted for this world, just for the hell of it. ^^ Then I'll see whether or not to make a new guy.
 
I certainly have no objections to you completely adapting Carlin for this story. I cannot say that I have any particular need for a scout, but this story already has such a wide variety of characters and personalities that I am specifically trying not to fill any of the "party" standards that are usually associated with a fantasy story. A ranger will fit in just as well as any other character.
 
Name: Connas Blackhawk

Age: 32

Gender: Male

Race: Human

Class: Gunslinger

Appearance: His eyes are blue, and his hair a pale blonde.

Personality: Connas is one of the few people who manages to come off as completely sincere in the bright and charismatic attitude he maintains almost all the time. He is endearing and artfully persuasive, easily able to turn people into his allies. Connas laughs easily, always has a smile to share, and practically exudes a thirst for adventure. However, he becomes deadly serious whenever someone or something poses a threat to those he cares about. In those moments he becomes almost unrecognizable from the Connas that everyone else knows, and becomes completely unswayable in the course he has chosen, which is most often darkly violent.

History: Connas is one of the few human who has ever been raised within the deep tunnels of Silver Falls. He was born into a wandering caravan of the Road, and spent the first three years of his life with that caravan, learning the traditions of the Road. Late in autumn his caravan picked up a dwarven member of the Road named Nanak Grimfoot. He had been an alchemist for Sarok, but his research into gunpowder and other exotic methods of combat was put on hold indefinitely as the kingdom was forced to put more of its resources into current defense. Fearing that Nanak would flee with the secret recipe he was imprisoned deep within the castle dungeons. A sympathetic member of the Road, hidden within the castle, silently began to make plans to break the dwarf out. Nanak explained that during the escape he saved the steward's life, and the man chose to indoctrinate him, trusting that his own lifedebt to the Road would ensure his loyalty. He begged the caravan to escort him to Silver Falls, where he would be kept safe and allowed to continue his research. They readily agreed.

However, a group of soldiers who had been sent to track and kill Nanak caught up with the caravan just short of the border into Iron Rock. The Caravan, determined to protect their member, begged the dwarf to take the young Connas and flee to Silver Falls, where they would eventually re-collect the child when it was safe. Nanak, honored by their willingness to protect and trust him, took Connas and safely fled to Silver Falls, where he waited for the Caravan to come collect their son. No one ever came. Plagued by feelings of guilt and responsibility, Nanak took Connas in as his own son, and swore to raise him to the best of his ability.

By every account, Nanak did a wonderful job. Connas grew up to be a bright, intelligent, and inquisitive boy, loved by all who met him. He became irreplaceable in Nanak's research into firearm technology, both through direct contributions and as a diplomat to the Council of Dwarven Elders and merchants spread throughout the continent.

However, when he was nineteen years old, a tragic accident set off a massive explosion, killing Nanak himself and twenty people caught in the resultant cave in. Connas, currently out meeting with a passing group of members from the Road, was spared physically from the damages, if not emotionally. All of Nanak's research had been destroyed in the blast, and Connas was finally led to understand the destructive potential of what the two of them had devoted their life to creating, and why both nations had been so desperate to get their hands on the recipe. Connas fled to the far north, where the mountains of Iron Rock bordered the Badlands, where he sequestered himself for ten years to complete Nanak's research in secret, as a tribute to the dwarf he had called father.

Connas' reappearance into the civilized world was greeted with great joy by members of the Road, and great greed from the political leaders of the kingdoms. He was, at various points, captured by both Iron Rock and Sarok, but they were astonished to find that he did not have physical copies of anything he produced, except for two bullets, which had been literally embedded into each arm. Any attempts to coerce him into sharing the information were met with stark refusal, until his eventual and inevitable escape from imprisonment, and the concurrent destruction of any research into gunpowder that the kingdoms had completed.

The secret of guns and bullets will die with Connas, at least until such a time as Nanak's experiments can be duplicated by another researcher, which Connas has hindered by at least fifty years. He fights with guns to honor Nanak's life and death, and has vowed to demonstrate to as many people as possible the destructive, terrifying, and unnatural thing that is guns.

Magic: Connas has advanced metal and explosive magic, which can only be directed in a single outlet, the creation of guns and bullets that vanish after use.

Notable Skills: Connas is an expert marksman with guns, and an elementary ability to fight with a rapier. He is a charismatic speaker, easily able to make allies and friends, and a natural leader.

Possessions: For a man who has traveled far, Connas' possessions are quite limited. He carries an old, but well cared for rapier at his side, a number of pouches at his waist filled with various items, and two bullets embedded into his wrists.Other than that Connas has a tattered cloak and an old blue hat, as well as a necklace that once belonged to Nanak.

Alignments: Connas is a member of the Road, and a well-known one at that. He has connections with the Craftsmen from his childhood, but is not a member himself.
 
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Name: Círdan Ancalimë

Age: 283. Physically, he would look about twenty eight.

Gender: Male

Race: Elf

Class: Monk

Appearance: A picture is under construction, and should be drawn soon. In the meantime...

Cirdan is slightly under average height for his race, and is also slightly more heavily set. He has shaved off his hair, leaving only a fine brown stubble behind. He is dark skinned for an elf , coming close to the color of an Egyptian or Indian, in our world. Cirdan is primarily defined by two features, both of which relate primarily to his skin. The first is that he is covered in scars, some fine and some very heavy. The second one is that he has been tattooed many times, mostly in different tribal patterns. These are primarily on his arms and torso, although there is one on his face. His most notable scar is something that looks like claw-marks that cross over his face from his right temple to the left side of his jaw. These have damaged both of his eyes, leaving them covered in a cloudy white film. For an elf , Cirdan is incredibly heavy set and muscular. He is still lighter on his feet than most human, dwarf, or orc opponents, but he applies a strange mixture of light and heavy movements in his combat. Most of his muscle is dense rather than bulky, giving him a deceptively thin frame underneath his clothes. This has given him an advantage over many attackers, who expect to be able to bowl him over with ease, and find themselves instead confronted by something more similar to a rock wall. Cirdan customly wears a modest combination of light pants and long sleeved shirt, usually in shades of brown. He wears tall, well worn boots suitable for long distance travel, and also often has a hat nearby. He is also always seen wearing a sash of various colors that binds around his waist. Cirdan is, to the best of his ability, never far from a large, military style rucksack that rides on his hips and over his shoulders.

Personality: After all his years of life combined with his training, Cirdan is a very stable soul. Not much takes him by surprise, nor can much get a rise out of him. He is used to taking abuse for his way of life, especially from other elves, but it is his only true love, and nothing will get him to abandon it.

At the same time, Cirdan is a very passionate ally. He is quick to trust, and, despite his strong independence, works very well in a team. He learned the value of having someone to watch his back many times, and tends to actively seek out companions if one does not find him. He would willingly sacrifice himself for his allies if that was the only option, but he also believes that there is always another option. Because of that attitude, and also because of his past, one of the only things that Cirdan will never forgive is betrayal for the benefit of oneself.

History: Círdan Ancalimë was born into a semi-noble Elvish family that had been serving as the top spy-assassins for the Council of the Wise for many generations. From the moment of his birth, Cirdan was trained in the arts of deception and assassination. He was praised for his incredible talent in illusion magic, and was expected to go on to become one of the greatest assassins of the millenium. Yet Cirdan hated the dishonesty and the deceptiveness of the life of an assassin and a spy. The longer he worked and the better he became, the more he found himself hating himself and that for which he stood.

He started slipping out of his house in the middle of the night, getting past guards and his own family without detection. Impressed at his ability, and trusting to their "golden child" his family (parents, an older and younger sister, his uncle, aunt, and two male cousins) chose not to try and keep him in the house. Cirdan would make his way to the quarters where foreigners, those not of elvish descent who wished to visit the capital city, would stay. He frequently wound up in brawls outside of some of the taverns, and would receive a very solid thrashing, as he knew nothing about how to fight without killing.

One night, a group of dwarves ganged up on him, completely wasted and determined to beat the life out of him. He was saved by a human warrior, who took him away and tended to his wounds. Cirdan found himself frequently returning to the warrior while he was in town. The warrior was a large, friendly man named Aaron, and Aaron, suspecting nothing about his new friend, gladly set about teaching him the ways of a warrior. In the honest, forward combat of a warrior Cirdan took the first step towards his true calling.

His focus on his lesson as an assassin quickly deteriorated, while his skill as a warrior grew. His family, starting to become suspicious, eventually found out about the man meeting with their son, and decided to eliminate the distraction. Cirdan's little sister found him and told him about what was happening the night of the attack, and Cirdan raced away to try and save his friend. He arrived too late to protect Aaron, although the warrior had succeeded in killing a couple of the assassins who had been sent. Cirdan violently confronted his family that night, and left the next morning dead to everyone there, except for his little sister, who he would contact again after about a century. That night in his 43rd year of life would be the last he saw of his family.

Cirdan fled the woods of the Elinshire, disgusted by his former home, and wandered his way through the known lands. Able to act how he pleased, Cirdan rapidly fell into the rhythms of a monk, roaming from the Northern Badlands to the Orc Jungles. He faced many experiences over the next fifty years, and would have died several times over if not for the aid of some unexpected allies. He lost his eyesight to a pair of tiger claws wielded by a rogue barbarian, before finding a temple and monastery, where he lived and studied for seventy years, until the monks there told him that they had no more to teach him, and he would have to find his own path to continue learning.

Cirdan set out across the land once more, roaming the land, finding new allies and new enemies over the next hundred years. Now, he has agreed to accompany a couple of his newest allies on a mission to aid a small village in Northern Sarok.

Magic: Cirdan's magic is a rare and almost completely unpracticed form of body magic, which he learned after losing his sight. This magic is based in the slow development of the body's natural rhythms over long periods of time, therefore taking very little of the user's will and energy. This magic slowly amplifies his ability to tap into the physical potential that is normally unreached, most notably the "sixth sense" which allows him to sense the presence of things around him, and allows him to navigate the world despite his blindness.

Despite having been so dedicated to the practices of illusion magic in his youth, Cirdan can no longer practice illusions because he cannot see, and therefore has no "base" from which to build.

For a brief time, in an effort to regain his sight, Cirdan studied shapeshifting. However, by the time he mastered it sufficiently to shift into a new form, he had come to accept his blindness, and the magic that allowed him to counter it. After that point he did not practice, but in a serious situation he may be able to work some shapeshifting magic.

Notable Skills: Cirdan is highly skilled in hand-to-hand combat, and has a working familiarity with almost every type of weapon. Advanced body magic allows him to survive and adapt to many different situations and also grants him a sixth sense which allows him to see without eyes.

Possessions: Cirdan has a large rucksack, filled with a wide variety of survival items. He has two daggers, one in each boot, spiked and bladed brass knuckles hidden in his rucksack, and a heavy wooden staff. He has a large, floppy hat, and several waist sashes of various colors.

Alignments: The Orcs: The tattoo on Cirdan's face is the mark of the Trial of Orc-Hood. Back when he was adventuring, before he mostly lost his sight and found the temple, Cirdan was an Orc slave. He won the Trial of Orc-Hood, and later came back. His tattoos mark him with the skill of a low level Orc Chief.

Cirdan is also a member of the Road, although he does not use his connections often.
 
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For everyone who does not yet know!
Until this story actually starts I am accepting player created races! If you have a race you want to put into this story, for now or later, I need about a paragraph or two of information on them, which will include physical descriptions, culture description, and any special racial traits. I will also want three pictures. If you get me that, and they don't break any rules, I'll add the race in.


EDIT: please send any pcr to me via a conversation rather than through here, so that we can refine them together if needed.
 
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Name: Carlin "The Maven" Aiden Teal
Race and Gender: Human, Male
Age: 26
Class: Ranger
Archetype: Trickster

Physical Description: Carlin looks like he sees a lot of the outdoors. His long, black hair seems to be a perpetually tangled, though clean, mess and he often has stubble on his cheeks. He is surprisingly clean, though the same can't be said about his clothes, which usually have at least some mud on them and show signs of wear in a serious way. There are lots of patches on his pants especially, though his shirt also has a few leather patches here and there, including two large ones on his elbows. He wears a sleeveless leather jerkin over his shirt and thick leather gloves. Back to the boy himself, at 1.91m and 80kg he's tall and has a well defined, muscular body. He's hardly bulky, despite eating like an ox and training hard on a daily basis. He is tanned all over his body, he has blue eyes and rather boyish features. He simply looks strong, but he is also deceptively fast and agile, unexpectedly so.


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Weapons, Armor and Gear: Carlin carries two swords with him. The first, a bastard sword, is worn at his waist while the other, a shorter, broader blade, is worn over his right shoulder. A hunting knife is worn horizontally at the small of his back and is used mostly for utilitarian purposes. A bow and arrows are also carried by the youth, usually in a leather holster strapped to his pack. He wears a simple sleeveless leather armor into which steel scales have been embedded, though not across the entire thing as that would make it too heavy. The armor incorporates a leather hood as well.

He carries his gear in several pouches, a hard leather satchel or in his rucksack. He has pretty much everything that a man of his skill needs to survive, regardless of location. The rucksack is worn by means of straps around the shoulders and hooks which attach to his leather armor. In it he carries several items such as flint and tinderbox, a bedroll, a small hatchet, fishing line, rope, gloves, his hat, a waterskin, a small slotted box wrapped with leather filled with salt, pepper and other herbs he finds and collects, a battered set of cutlery, a well used pot, a whetstone, and, most precious to him, a wooden box which holds his inks and quills as well as his leather-bound tome of knowledge. In his pouches and satchel he carries things that are mostly just a means to pass the time: like the little puzzles he buys whenever he finds them. He also always carries a deck of cards somewhere about his person, as well as a set of dice.

Skills: Carlin is a skilled swordsman, spending a lot of his time practicing and honing his skill at blade work. He uses two blades together most of the time, dazzling his opponents with the speed of his swords. He is an experienced traveler, having spent much of his years outdoors, traveling from place to place and as such, has quite a bit of knowledge of the lay of the land, as well as how to survive on his own. He was trained to be a scout for the guards which helped him learn to track, but also to hide his own tracks and move through the woods stealthily. He has quite a bit of skill with various missile weapons, such as his bow, but also thrown weapons are a skill of his. Finally, he is fairly adept at hand to hand combat, though above all things, bladed weapons hold his preference.

Magic: Metal Magic. Carlin manipulates metal rods, creating duplicates which he then manipulates into swords, shields or even throwing knives. For this, Carlin carries a holster with four metal rods attached to his upper leg.

Mental Description: The youth is a generous individual, prone to helping out others just because he wants to. He is, at heart, a good person, though it's quite likely he'll lose control and give in to his desires every now and then. This might sound vague but to him, seeing a cart just about to tip is like a glorious invitation. Either he helps out, or he helps tip the cart. He doesn't even really know which of the two it will be until the cart is within reach. The young wanderer is confident, happy, jocular, rarely serious, eager to laugh and eager to have fun. He considers many things pleasant, but the thrill of adventure is probably at the top of the list. He will, at times, actively put himself in danger simply for the rush of testing himself at a mortal situation. Sometimes these go well and other times, not so much. One of the things many people tell him is that he should grow up, to which he almost calmly replies that he wishes he could.

In many ways, however, Carlin is more of an adult than he cares to admit. For instance, Carlin is completely dedicated to growing in skill when it comes to swordsmanship and combat in general. The same goes for his skill at survival. He seeks out tomes of knowledge and people who may know facts of the green to help him, all of which he jots down in his own books. He takes time alone to reflect on himself, learn from the day and seek a new goal by means of which he can grow steadily, every single day. This does not mean he necessarily succeeds, but he tries. These moments of reflecting are the moments that he likes to just sit by himself, often climbing into a tree to relax, focus and be serious for just a while. For someone so happy on the outside, so easy to crack a joke and so eager to laugh, Carlin suffers from a rather bad history which causes him immense trouble every now and then. It robs him of sleep by causing nightmares of the worst kind and at times has him drifting off through memory lane, forgetting all about the people around him regardless of the situation at hand.

He has a deep love for Oak Haven and will do his very best to make sure it is safe and it stays that way, regardless of whether he loses his life or not in the process. Anyone found worthy of his care is treated the same way, though he is not above berating an individual for their actions.

Carlin seems to go through life mostly unafraid, fearing very little and seeing no need to fear most things in the world. He thinks of fear as useful, in a gut instinct sort of way, but, ultimately, a waste of time and energy.

Fears: Carlin fears, above all things, losing the ability to wield swords. Despite his many tricks and the habit of getting himself into more trouble than necessary, he always keeps that nagging bit of fear in the back of his mind. Another thing he is afraid of are narrow spaces. He suffers from claustrophobia.

Likes and Dislikes: Carlin loves writing poetry, short stories and entering daily logs into his journals. He usually ends up using the pages to sketch on here and there and it isn't unusual to see a half finished poem surrounded by bored doodles. He loves climbing trees and being outside of the city, though he also enjoys being in the city itself and using the dancer's way there. He dislikes arrogance and racism, feeling that both those things stem from ignorance, another thing he intensely dislikes.

Brief History: The young swordsman may have been born in Oak Haven, though one can simply not be sure. What can be stated with certainty is the fact that Carlin was raised by the city's guards after he was found as an infant at their doorstep. They raised him fondly, teaching him their values as he grew older and, eventually, having him join their ranks. Over the years of his being in Oak Haven, he has grown to love the town, taking pleasure in all that goes on there and picking a smile for every person he meets. He was treated with respect since he started in the guards, though his face was hardly unfamiliar.

These days things have simply taken a turn towards a darker state of affairs and Carlin seeks to remedy this any way he can. After seeking out and explaining things to his captain, he has set about the task of finding a party to join so he can lend his aid in the forward strike against the would be attackers of Oak Haven.
 
Name: Iuitl

Age: 35

Gender: Female

Race: Fey

Class: Healer (Priest)

Appearance:
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Illusion Form(s)
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She will spend most, if not all, of her time in her human form.
Although she'd like to use her dwarf form, she's found that her high pitched voice easily gives it away.


Personality:
Iuitl is a flighty and distant soul, broken from her capture. Distrustful of most, especially dwarves, she remains wary amongst others giving and taking only the bare minimum. When she's found someone she can truly trust, she latches onto them harder than anything. She strongly believes in an eye for an eye and although she knows nothing of fighting magics, is fueled by a need for revenge. Her years of servitude coupled with her strong sense of pride makes Iuitl snappy towards those who belittle her.

History:
Iuitl was born into one of the few groups of Fey that still remain in Amavia. Spending her early years in the forests of Elinshire, Iuitl had little to no contact with the outside world. Although the elders of her group tried to contain her childish curiosity, the Fey girl would always find ways to escape their watch.

Elinshire proved to be a dangerous forest to explore, due to the elves' keen senses. One close shave deterred Iuitl from venturing out too far into elven communities and she took to romping through neighbouring Sarok instead. Here she found she could easily blend in the massive throng of dwarves and men and Iuitl grew bolder with every passing day.

Iuitl soon came to regret her decision to disregard her elders' words when she was captured by a particularly keen dwarf when she was twenty three. She was promptly carried away and bartered off in Highdale Bridge. Iuitl couldn't even see Elinshire from there, and so she had no direction to run to even if she could get free. She learned that her captor was part of the Lords, albeit a low ranked smuggler. For a few days, Iuitl suffered for the first time hunger and discomfort. The dwarven criminals viewed her as a rarity, and Iuitl was promptly sold off into a wealthy dwarf's hands to live out the rest of her days in chains.

By the time Iuitl was shuttled off the Silver Falls, she'd spent a good week or two in a cramped cage with nothing but water and stale bread. The dwarven city, which she'd heard described with words such as "breathtaking and stunning", served only to demoralize her even more. The cold rock of the mountain was as far off from her lovely woodland home as possible.

Her dwarven captor, Niak Redbeard, first came to her like a beacon of hope in such a dreary place. He calmed her down, fattened her up again and made sure to pamper her until she regained her strength. Unknown to Iuitl, Niak had a history of keeping unusual pets and everything he did was with the experience of many years. He proved to be a great believer in "breaking to rebuild" and began cutting off the luxuries he'd provided for her. Iuitl's strong will, which she believed once to be invincible, could only take so much before breaking. She only lived a month in defiance before deciding that if this was to be her life, she would enjoy it as best she could.

Iuitl spent twelve long years under his rule, growing bitterer with each passing winter. Her fellow enslaved Fey didn't help matters - they were beyond help. They'd even helped restrain her after a failed escape attempt early in her first year. To keep her mind off her situation and to possibly escape, she practiced her Illusion magic (although she'd get caught often in the beginning). It was also her own small way of rebellion and remembrance, so she would not get completely taken by Niak. She also picked up healing magic along with natural remedies to help herself recover from the abuse she suffered from the dwarves' hands.

On the tenth month of her twelfth year as a slave/pet, Iuitl overheard about a rare shipment secretly coming into the city. It was the first Iuitl had heard about since her own and although she pitied the next creature to be Niak's plaything, she also saw it as her way out. For the first time in close to a decade, she found a purpose to strive towards. Iuitl planned for two months, as she knew this chance would not come by again soon.

On the final month of her twelfth year as a slave/pet, Iuitl's luck was with the Gods. A few bottles of strong mead peppered with a sleep inducing solution helped put Niak and his smuggler out of the equation. A few broken lock picks later, she'd escaped her bonds and hid in the cage she'd once arrived in. Though Iuitl felt terrible, there simply was no room for two and so all she could offer Niak's next victim were soothing words and a bottle of her drugged mead. After being smuggled out of the city and into Highdale Bridge again, Iuitl roamed the world seeking out her former family. Killed, taken from Elinshire, moved voluntarily - she did not know.

Now at thirty-five years old, Iuitl heads towards Oak Haven. If there was anything useful she learned from her time as a prisoner, it was that money ruled the world. With the reward from Oak Haven, Iuitl wishes to take vengeance against her former captors and reunite with her family.

Magic:
Healing:
Although not very practiced in it, Iuitl is capable of using it to help the healing process of her patrons. At most she'll hold up the channel two days non-stop, maybe five if she can take breaks (on and off). This is without any major interference; Iuitl can't hold healing spells easily when under attack.

Illusion: Like other Fey, Iuitl can disguise herself as other humanoids. She has near perfected the sight part of it, but not the sound or touch aspects of the spell.

Notable Skills:
Iuitl has a natural affinity for nature, being able to calm and speak to most of the fauna/flora of Amavia. She specializes in birds. Iuitl knows which plants are good for medical purposes. During her time as a slave, Iuitl learned how to dance quite well.

Possessions:
Her feathers protect her from the elements just as well as any clothes but she carries a long, deep-hooded cloak with her to help conceal her identity. She has a pouch full of natural ointments, salves and potions for well-being. (Basic survival gear there without question).

Alignments:
Although not officially aligned with the Knights Errant, she enjoys helping out those she meets. She thinks their cause is just and deserves all the support it can get.
She was a slave to the Lords until recently, so she remains distrustful of dwarves.


Ta-da.
Better than before. If there's anything I messed up, tell me and I'll fix it pronto. The backstory is kinda weak I'd say but I think I fixed up the magic. I THINK. :)
 
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@Willstar Great adaption, and much better than the first go. I'll put him on the holding list for an open spot.

@mahigan Much, much better! I'd love to see her backstory flushed out a little further, especially in relation to the dwarf that imprisoned her, because that is going to have a massive psychological impact. But you can do that as you have time. Well done. She's on the list, too. But, for my own ease of reference, would you be willing to take her out of the spoiler?
 
I'm curious to know who still needs to submit their character sheets from previous iteration of this rp.
 
Glad to hear that! I'll keep an eye on the thread and see what happens.

Cheers!
 
Uhh... Gavin, Masquerade, and Incubus. I know that all three of them are working, as I've heard from them... relatively recently.
 
Perhaps I could jump into this.
As you might have heard, I have lots of other commitments.
 
Sure thing. Submit a character sheet, I'll give it a look-over, and if it is all good I'll add it into the waiting list.
 
Before I forget

Name: Amal Alton

Age: True Age unknown. Looks 25

Gender: Male

Race: Drow

Class: Mage

Appearance:
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Personality: Amal is a cold, sadistic man that does whatever it takes to make things go his way. Though he has perfected the form of acting and his fake personality, despite being a Drow, seems happy and careful with things. He seems to truly care for ones feelings and inquires to learn more about someone's past so they can learn to trust him. Though sometimes he comes off as...too nice and it causes people to be wary of him, but that doesn't stop him from pestering someone.

History: Amal was born in the ruined Undercity of Alasia. This was before the Drow city was destroyed (I will describe).

Amal was the son of an Alton, Lord and Ruler of the Drow City of Alasia. Each Drow City was independent and ruled by its own family, Amal's family was the rulers of Alasia. The Drow city, like many others, believed heavily in slavery and enslaved any kind of creature they could and brought them back down into the darkness. The slaves outnumbered the Drow 3:1, but that didn't stop them from gathering more and more.

His childhood life was simple, raised to be superior to everyone else and studied magic and hand-to-hand combat from the age of six. As he went on to his older years, around the age of fifty years, the slaves rebelled and it wasn't a poor rebellion. Someone from the surface aided in the rebellion, arming and freeing the slaves. The Drow City of Alasia was strong and the warriors powerful, but the sheer numbers of the slaves was too much for the Drow to handle. Especially when light was brought into the equation and messed with their infravision. (Infravision doesn't deactivate when there is a small amount of light, so the rebels would put a fire here or there so that area that the Drow would be looking at would be blurry and unable to see what it really was)

His people and family were killed, but that isn't what led him to be the man that he is today. Every Drow City has an Insiginia for it's people and nobles. The higher-status Drow, the more intricate the insignia is. His Insignia and people were made into a mockery by other Drow cities, calling the city of Alasia 'weak' and 'good-for-nothing' and no Drow city would take in young Amal. One thing about Drow's are that they don't get along with one another, just like they don't get along with other races easily.

With vengeance on his mind, not on the rebels they enslaved, but on the Drows that turned their backs on him. He left for the surface, which is rare for a Drow, and was quickly turned into a loner. Studying magic by himself, searching for any form of Necromatic spells or ideas that could possibly revive his city and people.

He wandered the land, practicing magic, all that jazz (Sorry for boring you)

The most recent part of his History is now he travels for Oak Haven. Hearing of an Undead Army attacking it and how the Mayor is paying people to go find the cause of it. Amal will be more than happy to oblige on finding the cause of it, but not to destroy it. He searches for all things Undead and Necromatic. That is what brought him to Oak Haven in the first place.

His ultimate goal is to revive his City and Family and destroy the Drow Cities that turned their back on him.

Magic: Gravity Magic, Illusion Magic.

Notable Skills: Amal is an excelled fighter when it comes to Hand-to-Hand combat, though he is lacking in weapons. Another thing is that he doesn't make a sound when walking, he is light on his feet. Not only that, he has been practicing magic since he was a young child.

Possessions: Drow Magic Armor. Alton Family Insignia. Survival Gear. Bag of obsidian marbles.

Alignments: The Guild
 
GAH OMG I'M SORRY I'M WORKING ON EDITING THINGS TO THE NEW CS NOW!

-has been brain dead and forgot about a lot because of things.... is super sorry-
 
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Abel Noir

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19

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Male

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Human

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Elemental Performers are some of the rarest forms of entertainers in the world. These amazing performers use the four basic elements of earth, fire, water and air to enhance and improve their entertainment. Elemental Performers can only manipulate the four basic elements (any more would make them something else) and aren't much for violence, but will not hesitate to defend themselves and those close to him.

Elemental Performers are amazing entertainers, easily attracting and keeping the attention of large groups of people. Elemental Dancers' magic, when using multiple elements at one time, can drain the performer relatively quicker than normal, despite their will. Casting with multiple elements while dancing around can tire out many people quickly.

Although they can do so, they rarely use their magic to fight or to cause harm of any type to any creature, choosing/hoping to only have to use it for entertainment.

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Abel is a nice and kind young man, often helping people and even dancing for them if they have helped him. He hates having to accept help from people, but this happens a lot because of the toll his magic takes on him. He doesn't want to hurt anyone as much as possible, so he never uses his magic in any way other than dancing.

Creatures are another story. He's fine with animals, but show him some creepy crawly and he freaks out and does everything to destroy it.

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Is known by me and our wonderful GM until further notice.

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Eldrin is able to manipulate the four basic elements (earth, fire, wind and water) to a certain degree. He can fight easily with each one, but can do nothing on a massive scale. Ex: No earthquakes, parting oceans, and the like.... yet...

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(1)Very agile and nimble, being able to do dexterous feats that would cause normal people to snap in half, figuratively speaking, of course.
(2)He can easily draw attention from crowds with his performing.
(3)Can manipulate more than one of the elements at a time.
(4)Very magically inclined and can use and do much more with his magic for long periods of time.

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Abel carries nothing out of the ordinary and chooses to not wear armor because it slows him down and messes with his abilities.

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Abel is a member of the Road and his use of the facilities fluctuates from time to time.​
 
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Good to see you, Incubus. Thanks for the character. One thing, though. I'm all for pretty, sparkly headings, but can you shrink down the size just a bit? Like... in half? :)

Edge, you know you are good. Sorry for not responding sooner. Just remember that the same rules for illusion magic would apply to him as they apply to the fey. Once his eyes close for longer than a blink, any illusion spell would vanish.
 
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