Gideon's Wake - OOC and Signup Thread

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@Snakey I changed her to be more of your traditional, strong but immobile burst mage. She lost the ability to fight quickly and close quarters with her staff blade but learned how to use natural (thus cheaper) reagents to cast (weaker) spells in order to preserve her strongest reagents for enemies more fearsome than forest bandits. Also Self-Righteous does fit way better thematically, I must admit. :p
Alright, gave it a look over. You're good, welcome aboard!
 
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Well, he wasn't just an adventurer or a soldier for those many long years.
He led many lives, some mundane, some extraordinary. Not like it's hard to live that long in certain lifestyles.
I'm just saying 926 years is an incredibly long time for someone to live, unless they lived a very safe, sedimentary lifestyle. Elves are not any more resilient to chronic injury than humans and have a hell of a lot longer to accrue them.

Anywho, I looked over your sheet, It's acceptable, come on in.
 
Name: Hendrik Gunderheist
Race: Dwarf
Age: 53
Sex: Male
Origin: Hillhome

Appearance:
1273620603466.jpg


Biography: Hendrik examined the biography box with a bit of a puzzled expression. "Ya sure ya want me tae fill this in?" Turning to face his employer he sighed as they nodded to the affirmative. "Alright laddie. I'm Hendrik Gunderheist of the Gunderheist Gunsmiths of Hillhome, apprenticed to Maurie Gunderheist for ten years while the battle old fart taught me what he knew at the forges, following that I was a Journeyman working for Hilda Ven Geist, one of the premier chemists of Hillhome," Hendrik paused.

"Lovely ladie, I knew her in and out, taught me everything she knew about blackpowder in exchange for making firearms for her store. I learned more under her tutelage than I could have ever imagined, some of it was even chemistry related," He winks at the interviewer, "If ya know what I mean." He chuckled at his own joke.

"Then I attained my mastership in gunsmithing at the Hillhome Tradehall and game here to Igros where I heard the Wilkes family needed a master gunsmith for manufacturing weapons to protect their interests, but also for trade reasons and have done that for the past eleven years, on hearing of this expedition I knew I had to be part of it, you're going where the maps read 'thar be dragons' and I want in on an adventure like that. You're going to need the best you have out there, and you don't have a better gunsmith, and if you think the nasties down there are going to quail before some noble priss-head's pig-sticker you're daft in the head."

Defining Strength: Dwarven Gunsmith, Hendrik is a master of flintlock arms and other more esoteric examples of firearms tech, From production, to cleaning, to actual use he is a master of guns.

Other Strengths:
  • Stocky: As a dwarf he is a stocky and hardy man, capable of taking blows.
  • Stamina: He may be slow, but like many dwarves he seemingly has great stamina.
  • Natural Sense of Direction: Hendrik always knows which way is north, and can always retrace his steps (Provided it hasn't caved in or something.)
  • Advanced Firearms: As a master gunsmith Hendrik's personal weapons are very well made, especially "Bess" his nine-barrelled Nock Gun, and Hilda, the fancy three-barrel pistol.

Great Weakness: Dwarven stature, Hendrik is a dwarf to the core, unfortunately his stocky build and sturdy nature comes at a cost, speed simply isn't on the cards, additionally he is a poor swimmer at best.

Other Weaknesses:
  • Arrogant: Being a great gunsmith does come with one problem, he tends to think his own solutions to problems have more merit than other plebian types.
  • Bit of a Drinker: He. Is. A. Dwarf.
  • Shortsighted: Hendrik tries to hide it, but he actually can't see more than a hundred feet or so without aid such as a spyglass. Such is his pride that he avoids actually wearing the corrective lenses that were made for it when other people can see him.
Equipment:
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latest
 
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  • Biography:
    Born to a modestly wealthy family of merchants and local politickers, Seline has always been fascinated with the great Scholar-Mages of Igros, wishing to one day become one amidst their number. Still a boy and lacking in any particular magical talent, he was unable to find either a school or a master to teach him, and so instead devoted himself to independent study. Scouring the libraries for books on all types of magic, he absorbed as much theory as he could before attempting some of the more basic spells.

    Though his initial attempts were often met with failure, leaving him with burns across his body and a lame leg, as he practised he began to make progress, learning the cantrips of a number of common schools of magic. Ever ambitious, however, he continued to push his limits, seeking to master the higher levels. For this he needed reagents, and those he could not afford.

    Initially, he attempted to make a living doing odds and ends for the wealthy. Jobs were few and far between, however, and the well-paying ones went to mages far more powerful than he. As such, he turned to more dangerous work—espionage, fetch-quests, and stealing. Though he made good money in this manner—some of which originating from members of the Wilkes Merchant Family—his tendency to leave some jobs unfinished quickly made him some enemies.

    The benefits of the letter, to him, were threefold. First, the money, that would fund his studies and experiments. Second, the travel, which would help him to slip under the radar of some of his outstanding "debts". And third, the adventure, which would give a real chance to test his abilities.
    [fieldbox="Strengths, green, dashed"]Cantrips. Rather than specializing in a singular branch of magic, Seline took it upon himself to master them all. Unfortunately, such skill and power was beyond him, instead leaving the lad with cursory knowledge of a variety of schools. In the place of brute force, he uses cunning and creativity to achieve his goals.

    School of Steel

    • Steel-fist. Temporarily transmutes Seline's right hand into solid steel—though he can still move it as normal. (Delayed cast.)
    • Magnetism. Grants a nearby metallic substance a strong but short-ranged magnetic draw.
    • Incandescence. Causes a nearby metallic substance to glow as if heavily heated, illuminating surroundings.
      • Flash. Causes a nearby metallic substance to emit a sudden burst of blinding light.
    School of Flame

    • Flameburst. A visible source of flame, such as a lit candle or a torch, explodes in a five-foot area of effect. Seline is incapable of using this ability on large flames—such as a bonfire or even a particularly fierce campfire—and the flame's source is put out as a result of the spell.
    • Flamespit. Seline can imbue his spit with fire. Evidently, his spit is not large enough nor can be launched far enough to act as a projectile in and of itself. That being said, the liquid requires no fuel or oxygen to burn—though it can be put out by a sufficient drop in temperature, or defused by Seline's own will.
    • Burntouch. Seline can heat his right hand to high temperatures, capable of burning flesh but not creating fire. His hand is not immune this heat, however, and will burn just as badly if he does not take the proper precautions.
    School of Force

    • Boomtouch. Creates a powerful impulse radiating out from the tip of his finger, excessively knocking back whatever is touched but without harming it directly. (Delayed cast.)
    • Thunderclap. After striking both hands together, creates a deafening shockwave of air than can blow away mists or very light materials and projectiles. Depending on the make, an arrow might be slightly diverted—a crossbow bolt or a bullet would suffer no change in trajectory.
    • Featherfoot. Allows for a soft landing from a drop of any height, and also allows walking across fragile surfaces. (Delayed cast.)
    • Magic Hand. Allows for Seline to pick up and hold inanimate objects in his immediate reach, but with no more strength than he himself is capable of. (Delayed cast.)
    School of Ice

    • Frostfoot. Creates a thick sheet of ice beneath his foot.
    • Cooltouch. Seline can cool his left hand to low temperatures, capable of freezing small quantities of water on contact. Does not inflict harm upon himself, however.
    School of Sound

    • Aural Decoy. Creates a brief noise, such as laughter or a beast's growl, at a short distance.
    • Silence. Creates a small field in which no sound can be heard by those contained within, but through which sound can still traverse. Alternatively, can be used to create a pocket where no sound can enter and no sound can exit, allowing for private conversation. (Delayed cast.)
    • Projection. Amplifies Seline's voice to be heard over a distance.
    School of Paper

    • Sheet of Rock. Briefly renders a sheet of paper stronger than steel, while maintaining the same lightness.
    • Fascimile. Seline can project images onto paper. (Delayed cast.)
      • Mirror Image. Creates a feed of visual information between two—or even one—sheet of paper. Requires both pieces of paper to be properly treated and prepared ahead of time, though Seline carries reserves of this paper on him at all times. (Significantly delayed cast.)
    • Mend. Mends tears in paper or cloth.


    • Nimble. Seline can quickly twist and turn his body to reach behind defenses, and has remarkable balance for an individual with a limp—though that is in large part aided by his skillful use of his walking staff.
    • Steadfast. Though not particularly sturdy, he can physically hold his ground by planting his staff in the ground, able to block blows of significant strength without being knocked over if a shield is provided. (See Steel-fist, or Sheet of Rock in a pinch.)
    • Jack-of-All-Trades. Due to his expansive studies, he can easily determine the nature of most spells, as well as their intended effect.
    [/hr][/fieldbox]
    [fieldbox="Weaknesses, red, dashed"]Self-invested. Seline has always had trouble with commitment, but in his practical endeavours and his personal ones. While he does not lack in the typical feelings of camaraderie and heroism, he values his own survival a little more. Though not unwilling to lend out a helping hand, Seline will rarely put himself into a position of danger to do so.

    • Delayed Cast. Some of his more powerful spells take a few moments to cast. This prevents him from using them while in direct combat with an opponent, though he can still usually cast them in time as an opponent charges towards him. (Affected spells: Steel-fist, Boomtouch, Featherfoot, Magic Hand, Silence, Fascimile. Mirror image cannot reasonably be cast in combat. Magic Hand may take longer to cast if attempting to perform a complicated motion.)
    • Lame. Seline's left leg was permanently damaged during a fall, and while it is serviceable for walking and can perform the normal range of motion, it is not capable of supporting much weight. This prevents him from running at any pace faster than a light jog—and even that is painful—nor performing useful jumps. Striking his leg is also an easy way to take him down.
    • Fear of the Undead. While at a distance it will only unsettle him, at close range Seline becomes temporarily paralyzed in fear by the risen dead—temporarily, because shortly thereafter he will either be trying to destroy them from a distance or trying to create that distance.
    [/hr][/fieldbox]
 
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Name: Akra Shamash
Race: Human
Age: 28
Sex: Female
Origin: Oemdyr (though never really lived in the normal society there)

CvVryi6.jpg

Image created by Un Lee. Also, thanks to @HerziQuerzi for finding this image for me.


Biography: Akra Shamash is not the name this woman was born with, and her family originally hailed from Oemdyr. They lived there as farmers until they were swayed by a man preaching salvation and safety and prosperity living under the auspices of a powerful dragon. The family went with the man, and when they arrived they were all given more appropriate, more draconic names, and thus the infant Akra was renamed. The only life she has ever known is that of a faithful adherent to the great dragon Culdranth. She was raised in the dragon's community of worshippers deep in the mountains between Mecrundyr and Oemdyr, a mix of huts built upon the mountainside and dwellings formed in a system of caves that ran through the maintain itself. Culdranth himself lived atop the mountain, and although the people worshipped him as a god they in truth had a symbiotic relationship: he provided them protection from threats like bandits and wild animals that knew not to get near a dragon's lair, and the people helped to fight off bands of dragonslayers that came to slay their master.

This community of the faithful was kept together by priests of the dragon, those who preached his greatness and benevolence and virtues. These were led by two elderly elves who had worshipped Culdranth for centuries, and they taught everyone else the proper ways to behave. Akra followed their instructions with one notable exception: rather than learning to cook and sew, she wanted to learn to fight and be strong along with the boys. There were a few other such girls, and while their proclivities were not exactly approved of, the need for fighters was strong enough that it was begrudgingly accepted. Thus Akra spent her youth more or less playing and roughhousing with the other kids slated to become warriors for Culdranth.

The actual training started when she was 12, after she had completed the rites of passage into adulthood, as it did for the other children. Akra was both naturally gifted and dedicated to her training, and soon enough the doubts of the traditionalists who did not like the idea of women fighting were kept to whispers rather than spoken to her face. When she was 19 the Dragon Knight, the chosen champion of Culdranth who went out into the world to seek glory and treasure in his name, returned with a crippling injury. A tournament of sorts was held to determine who was the fittest fighter amongst all the followers, and Akra emerged victorious. There was some complaint and debate over whether or not a woman could be a Dragon Knight, but Culdranth was content with her victory and so the questions were quashed by his approval. Akra was given special instruction by the great dragon himself, his two favored elven priests taught her things about the outside world that others born and raised in their community had no need to know, and her training was intensified and turned specifically toward using the armor and shield of the Dragon Knight.

Six years later, Akra went on her first venture in her new official capacity. Her goal seemed rather mundane, but she was not one to question the great dragon Culdranth. He instructed her to go out and acquire gold and treasure of any kind and to return only when she amassed a goodly sum of wealth. He had not told her why he wanted such things, but she assumed that it was to purchase food and supplies for the people who lived at the base of the mountain for Culdranth was a benevolent god who would only seek to help his followers. She has only returned home once in that time, about a year after she left, bearing a load of gold that came mostly from pay for saving some merchant fellow from a couple bandits that were the remnants of a larger force that had killed all of the guards the man had brought. They were scrawny weaklings, easily dispatched, and the merchant was grateful enough to pay her the wages of the dead guards so long as she escorted him home to his family's estate in Igros. She was happy to oblige for the promise of such rich payment. The Wilkes family was apparently extensive, wealthy, and powerful, and the merchant was true to his word. He sent her on her way with effusive thanks, a horse, and a pack bulging with coin.

Akra's efforts in adventuring and gathering wealth for her god since then have not been as fruitful as she would like, and so when a letter from the Wilkes Merchant Family was delivered to her she was quite happy to accept the offer of a job and the pay that would come with it.

Defining Strength: Dragon Knight.

Akra is the sole living Dragon Knight of Culdranth, though not the first nor likely to be the last to hold the title. It is a position of great honor amongst the followers of Culdranth, but out in the wider world the obvious benefit to this role is the set of plate armor and the shield that comes with it, both of them crafted and enchanted with the aid of the dragon's magical talents in order to imbue them with an imitation of the resilience a dragon's hide possesses against attacks both physical and magical. This enchanted protection is purely to ward against things that strike the armor or shield and have no disruptive or negating effects on nearby magic that does not make contact with the enchanted items.

Other Strengths:
  • Physical Prowess: One does not run around in plate armor carrying a large shield and a weapon without having both raw strength and great endurance to manage them. Akra is up to the task thanks to spending a large portion of her life training and exercising for exactly this reason.
  • Juggernaut: Thanks to her physical fitness and the extra weight she carries into battle, few can match Akra in speed when she simply wants to get from point A to point B in a hurry. Making quick turns while running in her armor is difficult or impossible, and it is a tiring effort, but it's effective for getting up close and personal with pesky mages and sharpshooters.
  • Martial Training: Part of the long term training for the Dragon Knight of Culdranth includes learning how to actually fight with mace and shield. Akra has been regularly engaging in combat training for the last twelve years, and she has had opportunities to put those skills to use in real fights. She's no weapon master, but she is not one to be underestimated when she puts her mace to use.

Defining Weakness: Draconic Mindslave.

Although it is unknown to Akra, her mind has been twisted and altered by the priests of Culdranth since before she could speak. They added potent spells to certain rituals of their little faith, made with the blood of Culdranth as a primary component, and each was meant to keep them faithful to both dragon and priests. This process has been effective in its primary goal, though it had an unintentional secondary effect: Akra is now extremely susceptible to magical manipulation in the form of illusions, mood alteration, outright mind control, and any other kind of magic meant to mess with the target's mind. This has no noticeable effect on weakness to other kinds of magic, such as fireballs, but she is helpless against the subtler spells that trick the mind and cannot resist them as others might.

Other Weaknesses:
  • Dragon Worshipper: Most people dislike dragons, and many would consider her faith heretical and worthy of death. While Akra does not go around announcing herself as a dragon worshipper as soon as she meets people, she also does not hide it as a sensible and sane person might. This obviously leads to some people distrusting or outright hating her as soon as they learn of her faith.
  • Servile: Great warrior though she might be, Akra has lived as more or less a slave since she was a child. Obedience is deeply ingrained in her, both by culture and by magical meddling. While her ultimate loyalty lies with Culdranth and she will do nothing to betray him, anyone she views as an authority figure will in fact be viewed as an absolute authority figure. She will almost always obey the commands of anyone she sees as ranking higher than her, even to her own detriment, and only the word of an even higher authority or a perceived conflict with her loyalty to Culdranth will stop her.
  • Dragon's Daughter: Akra received more than just some armor and a shield from the great dragon Culdranth. Once she was selected as the next Dragon Knight, she was also selected for special training from the dragon himself. He used both his natural charisma and more nuanced versions of the mind altering spells he had taught to his priests to shape his chosen warrior into the tool he desired. Now, like the dragon himself, she is greedy and does not care about the suffering of lesser beings (which in this case means everyone who isn't part of the dragon cult). She will choose profit over moral soundness every time the two come into conflict, and she will leave innocents to die if there is no obviously beneficial reason to help them.
 
Character Sheet:

Name: Sir Martin Kerring
Race: Human
Age: 32
Sex: Male
Origin: Mercundyr

Appearance:

__leader_armor_concept___by_eventrue-d5h1b9d.jpg


Biography:

A cadet branch of one of the more influential houses in Mercundyr, the Kerring family were no less strangers to wealth and privilege. The family estate is located near the basin of the Violet Valley, the breadbasket of the kingdom and named after the purple-tinted leaves of the staple crop which is grown there. Martin was the second born and the eldest son of the family, junior to his only sister. He was raised as to be expected of one from noble birth. A luxurious life but mundane and chocked with all the expectations of formality.

At nineteen his house was called to arms in a territorial dispute with a rival kingdom and Martin led the Kerring host in the place of his father, who was by then old and feeble of mind. Too small to be named a proper war the conflict was no less disastrous for the life of young Martin. The first battle of his life, Martin came in to command after the unfortunate demise of his superiors. The first was struck down by an arrow and the second captured after a failed Calvary charge. Lacking experience and thrown head first into the chaos of leading in a losing battle Martin ordered a retreat and was subsequently blamed for the loss and abandoning his commander.

Disgraced and striped of title and name Martin was abandoned by his family and exiled from home. In his search for a new life he found purpose in protecting the common folk he had once lorded over and bringing justice to those who thought themselves above it. Fairness in the name of the law appealed to him after the indecent punishment he had endured. His reputation for such brought him in contact with a Paladin and over the years he was taught the tenants of a life in service. Concluding his training he was brought on as a retainer for a lesser house in Igros, one indebted to the Wilkes Merchant Family,



Defining Strength: Paladin Training (Essentially the DnD class, I'd just like access to certain spells if that's alright. Namely:

Bless Weapon
Summon Mount (So I don't have to lead a horse everywhere)
Zone of Truth
Detect Undead
Speak with Dead


Other Strengths: (Other strengths you may possess. Three is standard, but you may have as many as is reasonable.)
  • Armored - He's accustomed to wearing heavy armor and knows how to use it
  • Lawful - Diplomacy bonus with lawful characters or peasants
  • Born Riding - A skilled horseman
  • Proficient with sword and shield - Self explanatory

Great Weakness:

Too Trusting - Martin would never suspect treachery from those he trusts and he places too much confidence in those close to him. Additionally, this trait makes him more susceptible to charm effects and less likely to break their influence.

Other Weaknesses:
  • Poor Hearing - Missing left ear
  • Fear of Heights
  • Disgraced Nobility
 
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Character Sheet:



Name: Daro Omexra, Last of his name
Race: Human (Werewolf)
Age: Twenty-Nine
Sex: Male
Origin: Oemdyr

Appearance: A stocky, shortish man with a broad shoulders and long arms, Daro is a fairly typical Omedren in his outward appearance. He has an angular face, with strong, sharp features dominating his dark-tan coloured skin. He has charcoal-black hair, often slicked back or maintained in a ponytail; so as to keep the shoulder-blade length hair from his face. His eyes are also a dark brown colour, giving him a somewhat stern look. Apart from the sharpness of his face, his most defining facial features are his trimmed goatee and his crooked nose.

Below his clothing, should anyone ever get a chance to look underneath it, they would notice that his back is littered with old wiry scars. On his front, he has a tattoo of a stallion; directly over his heart. He favours cloths, hide, and leathers in both day-to-day life, and in battle; as metal becomes too inhibiting when he transforms.

As a Werewolf, Daro becomes a giant monstrosity. His height shifts from a relatively normal 5'4 to almost double that, at 9'7. His features become lean, furry, and muscular and he takes on the general appearance of a wolf. His fur takes on a similar charcoal-black as his natural hair colour, although his eyes brighten up and become a bright yellow-brownish colour.

Biography: Daro was once a much simpler man. He was born as one of the nomadic horse riding tribes of the Steppe of Oemdyr, and he grew into a fine young warrior. He married young, having fallen hopelessly in love with a daughter of the tribe's smith, and the two were married and with children by the time he was Eighteen.

When he was in mid-twenties, Daro's life was changed by a seemingly random act of violence. While he was out hunting, Daro's entire tribe was slaughtered by another clan. Daro tracked the attackers to a cave, and discovered them to be a medium sized Orcish clan, numbering in the dozens.

The days after that are a blank in Daro's mind. He remembers waking up, bloodied and hurt in a druid's cave. The Feral Lady made Daro an offer; Strength and revenge, for a mysterious prize. Daro did not ask what the prize was, and agreed without hesitation. His memories are blank again, until he awakened in the cave of the Orcish clan; slaughtered and gore-stained with the blood of every Orcish man, woman and child. He made a horrifying discovery deeper in the cave, which to this day he does not speak about.

With nothing keeping him in Oemdyr, Daro left the land in search of something: Purpose, or Faith, or Death...Any would have done. He eventually found Purpose in the land of Igros. He'd sustained himself as a tracker and a mercenary for a while, and eventually Daro found some repeated work with a group of Merchants called the Wilkes family. He would help them in a number of capacities; be it as a caravan guard, or as a tracker of thieves or of stolen goods. Their agreement was cordial, even if Daro was a fairly sombre individual.

He'd made a basic home for himself in a forest on the border of Igros, and it was here he received the letter from the Wilkes family. It provided him purpose beyond the admittedly monotonous work that he'd been doing before, and the Wilkes family had been good to him often enough that he felt obliged to at least offer to track for them.

Defining Strength: The Feral-Lady's blessing – After the slaughter of his family at the hand of the roving Orcish warband, Daro went mad with grief and rage. Large gaps in his memory exist, but he remembers a meeting with a strange and powerful druid who simply refered to herself as 'The Feral Lady.' After offering a prize, which he cannot recall, he was given the blessing of Lycanthropy. Daro is now a ferocious Werewolf (Credit goes to Chris Rahn, found here): A creature of immense size and power which possess deadly natural weapons, a regenerative factor, and the senses and strengths of a fearsome beast.

Other Strengths: (Other strengths you may possess. Three is standard, but you may have as many as is reasonable.)
  • Tracker and Hunter – A natural born tracker, Daro learned his craft on the steppes of Oemdyr and is able to track many a man or beast with the tinniest of clues or trails.
  • Greatsword Fighter – When he was just a normal man, Daro was best known for his use of a greatsword on horseback to smash enemies apart. Now that he is a wolf, he continues to use this weapon; both in human form, and in the bestial form.
  • Swift Killer – As far as fighters go, Daro is not the best at honourable duels, or long-winded battles. What he excels at are the quick, dirty kind of battles. Darting in and out of combat, taking out key targets, and escaping unscathed is Daro's bread and butter in warfare.

Great Weakness: The Feral Curse –The first full-moon after he killed the Orcish war band that slaughtered his family, Daro learned that powerful magics are not given out freely or without consequence. If Daro goes a week without killing and feasting on the corpse of a sentient creature, the Werewolf will force a transformation on the next midnight, and go on a murderous rampage. If he continues to fail to eat a creature, even during a forced transformation, he will likely turn mad and die.
[spoili] The original 'The Feral Curse' triggered only if the entire month goes without feeding. It's trigger rate was increased to weekly, to better reflect the intended length of the IC, and allow more screw-ups.[/spoili]


Other Weaknesses: (Other weaknesses your character may possess. Three is standard, though you may have as many as you feel reasonable. Yes, I will be harshly judging your definition of 'reasonable'.)
  • Pin-Cushion – Daro, both as a beast and as a man, does not have good heavy armour or a shield to protect him. As a result, if he's ever caught in the open, or surrounded by enemies; he will quickly and brutally be murdered.
  • Regeneration Limitations – The Werewolf blessing allows for Daro to take an unusual amount of punishment. Once upon a time, he even regrew a pair of lost fingers in but a few hours. Sadly, the regeneration is not without consequence. If he takes a lethal blow, he won't regenerate because…well, he's dead. Regeneration also taxes his body heavily, feeding on his reserves of energy like a parasitic leech on life.
  • Hunter's Aura – Once upon a time, Daro was a skilled horserider and a master of riding combat. Since transforming however, it seems that animals recognise him for what he is; a monster. Horses refuse to carry him, and animals often shy away from him. The only notable exception are canines, who seem to recognise him as one of their own, even in human form.
  • Unashamedly Racist – Daro does not like non-humans. It is as simple a fact as the moon rising in the sky. Everything that has been taken from him was taken by a non-human: His family, his clan, his humanity… As a result, he does not like non-humans, and he does not hide that fact. His level of racism varies from creature to creature: With demi-humans, like Elves and Dwarves, only receiving light scepticism; while Beastkin receive a distinct distrust and a watchful eye. His main hatred is, obviously, reserved for Orcs; who he would kill with only the slightest inkling of provocation.
 
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Alright, I'm apparently too popular for my own good.

Open sign-ups are now closed. Everyone who has already expressed interest (in this thread or otherwise) can make a character, otherwise the RP is now more than full at the moment. Anyone else who wants to join will have to wait for first recruiting segment somewhere down the line.
 
@HerziQuerzi

Usually I would refrain from including a clairvoyant character as they tend to be more trouble then they're worth, luckily for you this RP allows me to abuse it for plot candy. Hannalor Salander is accepted.

@Kadaeux

We already went over your sheet and you have made the few amendments I asked for, so welcome aboard. Let's hope your Eggs-in-one-handcannon strategy works out for you. :P

@Holmishire

The limited spell system is neat and the character is overall well designed, with one caveat:
Fear of the Undead. While at a distance it will only unsettle him, at close range Seline becomes temporarily paralyzed in fear by the risen dead—temporarily, because shortly thereafter he will either be trying to destroy them from a distance or trying to create that distance.
Undead aren't exactly common in universe and Seline's biography doesn't indicate any past history with anything remotely undead. Why would be he fear them anymore than a normal person would? Explain that and you're in.

@Jorick

Nothing much to say, well written and a creative use of a fairly minor aspect of the world. Akra Shamash is in.

@LimeyPanda

Great Weakness: The Feral Curse –The first full-moon after he killed the Orcish war band that slaughtered his family, Daro learned that powerful magics are not given out freely or without consequence. If Daro goes a week without killing and feasting on the corpse of a sentient creature, the Werewolf will force a transformation on the next midnight, and go on a murderous rampage. If he continues to fail to eat a creature, even during a forced transformation, he will likely turn mad and die.
You spoil me.

Daro's in.

All accepted characters will be added to the current character list.
 
Name: Camilia Marcellina.
Race: Human.
Age: 28.
Sex: Female.
Origin: Empire of Sciczia.

Appearance
  • Height: 5'4"
  • Weight: 120 LBS.
  • Hair colour: Blonde.
  • Hair style: Long, kept tied back in a ponytail to avoid it getting in the way, bangs consistently trimmed to keep them out of her eyes.
  • Eye colour: Brown.
  • Skin colour: White.
  • Non-Combat Equipment: Multiple layers. (Used this for reference.)
    1. A thin, white silk shirt, made primarily for comfort. A pair of tanned leather pants, dark brown, made for long distance wear and tear resistance. She wears a pair of old linen socks underneath her tanned leather boots. This layer provides no real protection beyond the shame of otherwise going without such articles.
    2. A tanned leather, sleeveless dress, thicker than the silk shirt it is wrapped atop of. It is tightened with strings on the sides, and taken on or off via threaded buttons across the torso. It is meant to be worn tightly until it reaches the waist level, where it flows out into a skirt to allow for more practical freedom of movement. This provides only the most minimal form of protection against arrows, slowing them enough that penetrations will cause injury instead of death. Beyond that, at short range, against firearms, and against any melee weapon, it provides about as much meaningful protection as the silk shirt it rests atop of.
  • Combat Equipment: A flintlock rifle, pair of flintlock pistols, and a bayonet knife.
    • Flintlock Rifle: A rifled, high quality firearm, made for precision shooting. Reloading while on the move is not possible, and if the user panics, reloading is entirely impossible. It's a high enough calibre to penetrate most natural man-made armour at any range its effective, and any armour save for the stuff of unimaginable magics at close range. +High accuracy, high penetration, great range. -Penetration falls off sharply at long range, awkward close combat weapon, cannot reload on the move.
    • Flintlock Pistol: Secondary weapon. She possesses two. They exist primarily as an emergency weapon in case something gets close to her, and unless she intentionally puts herself out of a fight for a brief period, this effectively gives her two shots with flintlock pistols per battle. +High penetration, two shots. -Accuracy falls off rapidly over range, using them while using her rifle will ensure they don't get reloaded for the rest of a fight.
    • Bayonet Knife: A small knife more often used for simple tasks, like cutting rope. Can be used in combat as an effective impaling instrument, but it's rather small, and thus, as a weapon, it is a weapon of last, desperate resort.
  • Other: A small, enchanted necklace. It looks rather like an ordinary item: A piece of copper inlet with a small, petty gemstone, tied on with a wiry, tough string. Most of the time, she keeps it underneath her leather vest, though not her silk shirt, allowing others to see hints of it at a glance.

Biography: Camilia was born in a small village located deep within Sciczia's territory. A place that was fairly quiet, and aside from the occasional conscription or taxes, even the empire ignored it. Which, during one of the empire's many aggressive wars, made it quite the ripe target for a burgeoning, would-be necromancer's mad dreams of immortality and conquest. All he needed were a few subjects for brutal experiments. So, one day, this village--so meaningless and trite was it that its name has already faded from the annals of history--was looted and burned by a well organized group of bandits. Between the necromancer's prepared spells and the bandit assault, her little village didn't stand a chance with its skeletal militia that could barely defend them from the local wildlife.

Much happened over the next two months. Camilia doesn't talk about it. Perhaps she lies about her memories, or perhaps she was genuinely struck with so much trauma that she can't remember... Perhaps it is something else far more malevolent. Regardless, all she remembers was being eight years old. She remembers the smell of ash, she remembers screams, and she remembers blinding flashes of pain and hints of rituals she didn't understand. There were many bright lights. Many deformed faces that still haunt her dreams late at night.

She also remembers being rescued, as Sciczian troops were diverted away to deal with the threat. It took them longer than expected to find his hideout, but none could hide from the justice of the empire forever. At least, that's what most propaganda would claim, anyway. Propaganda that a little, quiet girl would not understand as every day, for a couple of weeks, she said nothing. Her throat was checked for cuts, but there was none. She would stare off into space, looked scared often. Eventually the Sciczian troops gave up and handed her and several other surviving children off to a willing caretaker, after realizing they weren't going to get any useful information out of them.

The caretaker was kind enough, but Camilia remained distant. At night, sometimes, she spoke to something that nobody else could see. Her fear started to turn to sympathy for what others could only assume was some sort of trauma-induced mental damage.

Eventually, the war ended as it always did, and traders came. Adventurers came. Many curious or greedy enough to fill the void of supplies and talent necessary to rebuild where bandits had left ruins. Eventually, after a year or so with the caretaker, the nine year old found herself being looked at by a would-be pseudo-science robe-wearing magical type. Someone who most of the people around her looked upon with distrust, but he could see something nobody else could. At least, he could feel it, the presence of something. Something different.

Soon enough he adopted the little girl, and the two left the good graces of the caretaker and left the Empire of Sciczia. Travelling far to Igros, this man--someone she later learned to call by the name of "Edgar"--brought her to his study in Igros. There, she was introduced to the Wilkes Family--not directly, of course. Rather, Edgar was funded by the Wilkes Family to produce unique trinkets they could use to solve unique problems. Compasses to point in directions other than north, or maps that could could draw themselves, or other such devices. Difficult, expensive devices to create. One such device, which could allow one to speak to spirits, was being tested by Edgar, and he wanted the right subject to test it with.

There were several failures before he finally stumbled upon a design that allowed Camilia to speak to the apparent visage of her mind. Speak to, and more importantly, understand. The device was cleverly disguised as a small, cheap looking gem, made into a necklace. One of the Wilkes family members themselves--someone who Camilia never met personally--personally paid for a second such item to be made, specifically for Camilia. It seemed that sympathy could occasionally run in the family. It was not inordinately expensive, but it was enough to make the young teenager think well of those who soon became her employer.

She ran messages for them around their estate, a simple job. After saving enough money, she purchased a firearm and began to practice with it, every day she could afford the ammo to do so. Eventually, with a little tinkering from Edgar, she had one of the finest rifles in all of Igros! Or, so she quietly thought to herself, anyway. Once she was ready, she wanted to join Sir Gideon Wilkes on his adventure into the searing lands. To, in a sense, pay the family back for their minor if important act of charity they had given to her. Perhaps this woman even thought of substituting a family she could barely remember with this one, though she would never tell.

Unfortunately, things never work out the way one wishes.

When Sir Gideon selected persons to travel with him, he did not select her. Patiently, diligently, she continued practicing with her rifle, hoping she would be selected the next time. Except, there would be no next time, as soon after, she learned that he had vanished. She became distraught and infuriated. Her opportunity to properly pay the family back for all they had done for her was gone.

That, is when she received the letter.

The letter that would allow her one chance to prove herself.

The fact that she was getting paid for it was simply a pleasant bonus.

Defining Strength: Whisperer of the Dead.

Camilia was subject to many untold, horrifying experiments. They did, however, produce quite an array of effects. Specifically, those to do with spirits. She can detect the presence of any spirit in her vicinity innately, and using her amulet, understand what they're saying and communicate with them, assuming they are willing to communicate with her. Spirits also have the tendency not to want to harm her, even if they may wish to harm her allies. Finally, she resists mind affecting magics and chemicals greatly--giving her an odd resistance to alcohol.

Additionally, there is a spirit bound to her, named "Zathras."

Other Strengths
  • Zathras: Zathras is a spiritual companion she has had for many years. He's capable of detecting magic, and can serve as another pair of eyes and ears for her, giving her an uncanny ability to know where danger is, even when she's sleeping. He can scout ahead, or search an area around her, though he cannot go beyond the radius of her sight without being dragged back to her in pain.
  • Messenger: Years of working as a messenger has more benefits than one might expect from such banal labour. She's got a great amount of stamina, and is fluent in multiple languages. (Up to GM discretion which languages she picks up on.)
  • Sharpshooter: It is her one and only martial prowess she has devoted herself to for years. She's highly accurate, and her weapons are devastating in terms of penetration. Additionally, years of aiming down at distant targets has allowed her to focus her vision and discern a few more details at long distances than most would.

Great Weakness: The Glass Raven.

Camilia has never been under any sort of deception that she would be suited for the rigours of melee combat. To be caught in such a situation generally causes her to panic. All of her weapons require her to be positioned well, and to be stationary, and they all possess long reloading times. She is, in fact, singularly purposed and singularly minded. Throw her against anything that can overwhelm her or which could appropriately ignore her primary method of self-defense (a mob, a dragon with scales thicker than plate, et cetera) and Camilia truly has no options. If more than one enemy gets past her allies and moves into melee to attack her, her only option is to attempt to run. Her only serious contribution is to pick off specific targets from afar--one by one, as reloading permits.

Other Weaknesses:
  • Zathras: He cannot effectively communicate with any of her allies, and is not invincible by any means. He is not physically capable of interacting with the world--therefore he cannot stop anyone from harming Camilia. He is a pair of eyes and ears only--nothing else. It can also be safely assumed that some, upon learning of Zathras' existence, would not take kindly to it.
  • Cold: Camilia's contributions toward most topics of discussion are blunt. She is not particularly, overly lady-like in any respect, and she seems most comfortable behind several walls of stoicism. That's not to say that she doesn't feel emotions, that's simply to say she doesn't see the point to bringing them up most of the time... Which makes her come across as a callous, unfeeling machine.
  • Mentally Damaged?: She is rather quite adamant that she doesn't remember anything other than a flurry of sounds and blurry images from being a violently abused subject. She rarely sleeps well at night, and can often be found with bags under her eyes. Sometimes, she can be found staring off into nothingness, simply lost for several minutes until shaken out of it. If it weren't for Zathras watching out for her, she wouldn't notice most things until it was too late. Additionally, put her in an extremely stressful situation (ex: the death of an ally) and there is a pretty solid chance you will see her mentally break down.
  • Hemophiliac: Perhaps she was born with it, or perhaps it was a result of her "time." Either way, when she sustains an injury, she bleeds longer and more profusely than most do. A bleeding injury that most people could survive might outright kill her in no more than an hour without some help. Even a bandage might only prolong the inevitable--it would be a pure gamble if she lives or dies.
 
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Undead aren't exactly common in universe and Seline's biography doesn't indicate any past history with anything remotely undead. Why would be he fear them anymore than a normal person would? Explain that and you're in.
  • From a meta-textual perspective, the original reason for my inclusion of this ability was this:
A place where the wailing dead are among the least of your worries.

That being said, that is hardly a justification for the character himself, so allow me to elaborate.

My initial intention was not to have Seline suffer any particular traumatic experience that spurred him into his fear, but rather an instinctual terror that he acquired during his years of early exploration. Happening across the school of necromancy, he found himself repulsed by the very idea, and encounters with such magics—which he understands intimately from his study of magical theory—bother him on a fundamental level. To be faced with the risen dead is to remind him of his own ultimate mortality, and worse, to point out the meaningless nature of life. As an individual wanting to master magic as a whole and, to an extant, thereafter create a legacy, the concept of his legacy taking the form of an unliving abomination lays bare the weak philosophical barriers he has set in place to allow himself to believe that there is purpose in his life. It is perhaps then more fitting that his fear simply be necrophobia, and not exclusively the domain of the undead—though they would be far more fearsome regardless, due to their capacity for active harm.

From a simpler, bio-based perspective, there are two simple non-mutually-exclusive methods I offer to pursue to resolve the issue.
  • Requiring GM input, his fear could be due solely to his understanding of the fundamental properties of necromancy, and the specifics of how the individual-turned-corpse is then perverted to the mage's ways. This depends largely, of course, on the nature of necromancy as a school of magic in the setting.
  • Alternatively, I could introduce a close friend/relative from his past that he encounters at a later junction under the control of the necromancer, and this experience could forever tarnish his perception of the magic, as a sort of tangible revelation of the philosophical stuff written above. This would also give me the opportunity to somewhat bolster his currently to-the-point bio, if that is a result that might please you.

(Note: It is quite possible I overthought this.)[/hr]
 
@Yreka

The family estate is located near the basin of the Violet Valley, the breadbasket of the kingdom and named after the purple-tinted leaves of the staple crop which is grown there.
Ohh, some rogue world building, eh? Luckily this happens to work out for the 'theme' of the kingdom, so it's not an issue this time around. Just a quick reminder to ask me about this sort of stuff later.
At nineteen his house was called to arms in a territorial dispute with a rival kingdom...
Nope. There is only one other kingdom bordering Mecrundyr and they have not fought each other in any capacity for nearly a century. The closest thing to 'territorial' dispute would be a rogue clan of Horse-Lords raiding border settlements and that's pretty rare as well.

His reputation for such brought him in contact with a Paladin and over the years he was taught the tenants of a life in service.
The concept of a 'traditional' fantasy paladin does not make sense in-universe as divine magic does not exist. Though 'holy warrior' types exist, they possess no magic and are rarely anything more than glorified bodyguards for important members of the clergy.
Defining Strength: Paladin Training (Essentially the DnD class, I'd just like access to certain spells if that's alright. Namely:

Bless Weapon
Summon Mount (So I don't have to lead a horse everywhere)
Zone of Truth
Detect Undead
Speak with Dead
Nope. To repeat what was mentioned earlier the D&D concept of a paladin does not fit the setting. Bless Weapon doesn't make sense when God doesn't do blessings. Summon Mount is in fact incredibly powerful (As you're essentially creating life for a short bit) and leading a horse around really an issue. Zone of Truth is essentially mass mind control. Detect Undead and Speak With Dead are somewhat less of an issue, though I don't know why he'd know them. Undead are pretty much non-existent outside of the minions of the rare necromancer and speaking to the dead is sort of a strange this to do with no further explanation of why he would do so.

So, yeah. This strength does not work.

Lawful - Diplomacy bonus with lawful characters or peasants
Not inherently bad, but the D&D style wording doesn't work in-universe. There is no set 'alignments' and what is considered 'Lawful' is very subjective. Peasants are generally suspicious of of any noble-looking person and that doesn't change much just because he's 'lawful'. It would make more sense to note his honesty or otherwise chivalrous nature may have a good effect on some people, who exactly is an individual thing.
Great Weakness:

Too Trusting - Martin would never suspect treachery from those he trusts and he places too much confidence in those close to him. Additionally, this trait makes him more susceptible to charm effects and less likely to break their influence.
As a character-defining weakness this is pretty weak. Being slightly more susceptible to charm effects makes it slightly better, but otherwise this just sounds like something you'd spout off during a job interview.

Right, there's a lot to fix, but I think you can still make the cut. Remember to ask questions, either here or in PMs. Preferably I'd like to be asked in the discord channel I linked in the opening post (Or right here) as that's the quickest way to get answers, either from myself or some of the other players.

Good luck.

@Brovo

Right, everyone looks in order. Camilia joins the fray!

@Holmishire

A tad bit overthought, yes :P

You did make your case well though, so you're in. I'll be interested to see how your little spell system works out.
 
@Snakey thanks for the consideration but in retrospect I don't think I'd be a good fit for this RP. Best of luck.
 
Nice, two people with blood-related issues for my guy to experiment on treat. :P

Also, @Snakey, I edited my character's "Self Serving" weakness: I elaborated on how he's selfish, FYI.
 
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@Snakey thanks for the consideration but in retrospect I don't think I'd be a good fit for this RP. Best of luck.
No problem, I wish you good tidings on the search for a RP.
Also, @Snakey, I edited my character's "Self Serving" weakness: I elaborated on how he's selfish, FYI.
Noted.

Also,

@Maxim @Weiss

Are you two still interested? If not I'll be passing your reservations off to other potential players.
 
I pass :( I'm sorry for the lack of communication. I wanted to be a ranger but there were guns so yeahhh :(
 
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