Status
Not open for further replies.
 
Last edited:

Squee

I'm one of those "details and implications" guys.
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
  2. One post per week
Online Availability
I work swing shift, schedule changes daily.
Writing Levels
  1. Adept
  2. Adaptable
Preferred Character Gender
  1. Primarily Prefer Male
Genres
Medieval Fantasy. Or pirates. Pirates are always good. When it comes to reading, however, a good steampunk is always great. Above all, however, I would definitely have to say my favorite is Dark Fantasy.
island.jpg


For those who have not trained their body and mind for battle, the world is very dangerous. Beyond the walls of the cities roam horrific monsters, beasts of massive size and threat ready to feast on those who cannot defend themselves and often taking the lives of those who can. Living in such a world had many complications, most of which involving traversing between lands. Most major countries formed military powers around the defense of their people, each force eventually driving these nations into military super powers, expanding their borders, but not in the name of material gain, but rather for the sake of protecting their neighbors.

The source of these abominations that reigned supreme in the wilds of the worlds was long sought after. Many believed perhaps they were just the natural evolution of animals that gained a thirst for flesh, but those that could sense their energies knew there was something else to them. Their spirits were twisted and contorted, changing their bodies into fearsome creatures and driving them to hunt down anything that moved. Countless expeditions were run to find any clue as to their origin, however none yielded any results worth documenting.

One day, a Kindred living within the Kindred Sanctuary had a vision of an island. From this island emitted dark energies, a source of magic so massive that it would twist the spirits of anything within it and force them to bow to its might. This seer believed her vision detailed the source of the monsters, a location that had been sought for centuries. The Kindred sent a vessel full of their most powerful mages to search for the island, and though it took 3 years, it was eventually found. Once docked, however, there was a massacre. Only 3 survivors returned home, beaten and scarred and turned into madmen.

In response, the Kindred sent word to the other major nations who decided to hold a council. Valhalla, from the northern harshlands, sent their Valkyrie Queen. Rothendust, the holy capital, sent the leader of their Paladins of Var with the head of their own council. Athal, the home of the Espers, sent their most valued member of their elite military squad, The Chorus of Wings. The Begix Territory, a desert socialist nation, sent their ambassador elected to be the best fit for such a task. The Kindred Sanctuaries, the only place magic was viewed as more than a study, chose and sent their Magi of Sanctity. The Council met in an attempt to decide the best course of action for the recent discovery of this island. It was decided that they should be the nations to infiltrate and destroy the source of this magic.
[fieldbox=Nations and Cities , turquoise , solid]World Map
Rothendust: Often referred to as "The Holy Capital", Rothendust is the most populated city in the world and is the founding city for the nation of Vardesa. Within the city is a guardian, often referred to as The Holy Spirit, though it's true name is Var Atr. It is here that all races are treated equally, at least on a governmental level. The country is led by elected representatives who meet daily to discuss legislature with the best interest of the people in their minds. However, while they may lead diplomacy, their military force is independent of their governing.

The Paladins of Var act as the military force of Vardesa. They teach nobility and justice, the top priority of any Paladin is to protect the people. They can be recognized by the Rothendust Holy Sigil dubbed The Eye of the Guardian. In the eyes of those they defend, the Paladins are just and fair guardians who punish the wicked, however to their enemies the Paladins are seen in a far darker light. They will not hesitate to execute those who dare oppose them or threaten their people. They don't make the rules, but they will die before seeing them broken.

Valhalla: Valhalla, the nation of Valkyries and Champions, is a city-state that rests in the northern harshlands on the ridge of a mountain. If the monsters that dwell outside were not enough to deter residency of this land then perhaps the weather will, with their calmest summer mornings being equivalent to the harshest of winter nights to the rest of the world. It is here that the most infamous of races calls home, the Berserkers. The Berserkers are the most commonly seen race in these lands. Due to their inability to cope with such cold temperatures, the Dragoons are the only ones that do not live in the frozen land.

Being in such harsh living conditions it is only natural that such a place would breed warriors. It is widely believed and accepted that every resident of Valhalla must be able to hold their own in battle. Who could lead such a ferocious nation other than their Valkyrie Queen, wielding power to tame such people? Their Queen acts as diplomat, military leader, and front line battler. All fear the Valkyrie Queen, for her people would accept no less than a queen that would need less protection than those who dare oppose her.

The Begix Territory: A truly socialist nation, should any merchants come in search of gold and riches they'd only be disappointed to find the only currency in their country is hard labor. The capital of Danderis houses most of the countrys people, and the vast majority of the people are the Dragoons as they are most comfortable in the hot wastes of the desert in which it stretches. The territory borders end when the grass starts and the desert even stretches to the shore.

While the Begix Territory does not have an official military force due to the lack of any individual having a former occupation, there are a select few that have taken up arms to protect the land they love. Dragoons themselves are ferocious combatants and they only need be armed for their battle prowess to come through, and as such they have developed a simple name to those that would think to invade. "Dangerous Danderis" became the unofficial nickname of their city.

Athal: Espers were once seen as idols of war due to the nature of their appearances, which quickly grew tiring for their people. This resulted in a mass migration of a considerable amount of tired and battleworn Espers to the peninsula they'd call Athal. Atop the highest hill was built a castle where Espers could meet to take a break from battle for the next few hundred years. This quickly grew into a nation of its own as Espers not only migrated but were also built on its soil.

Many Espers did, however, accept that their battle prowess was certainly an aspect worth embracing. While there is no acting government nor need for one, the acting military call themselves The Chorus of Wings. A group of Espers who have perfected the art of war. Should you find yourself against the ethereal battlers it would be best to pray to your gods before they lay their judgement on you, for the Chorus of Wings will let you meet your deity though a most bloody method.

The Kindred Sanctuary:
There exist three territories referring to themselves as Kindred Sanctuaries, however they are all governed by a single group. One representative from the East, West, and South to discuss what should be done, and below them a group of 9 seers using their magic to examine the world. Violence is not tolerated with the sanctuaries as are any practices that would harm the Kindreds lush and beautiful forests. Of all the nations, they are considered the safest as they have a magical barrier protecting their people from anything with malicious intent.

The Sanctuaries have no military force, only those that seek to understand magic. For this reason, the Kindred have widely populated the lands of greenery. Instead, should military action be required, their seers choose a user of the arcane to guide them to victory. This person is given the title the Magi of Sanctity.[/fieldbox]
[fieldbox=Races , gold , solid]Humans: Humans are a simple race, they are durable and versatile. The humans strongest features include their tenacity, intellect, and ability to adapt to any situation. They are the most plentiful race and are found at every corner. It would be impossible to live in society and never associate with the human race.

The humans have been known to have children with any of the other races and have actually been diluted over the years since due to having children with the other races rather frequently. This is not to say there aren't many pure blood humans, however it is very common to find a child of a human and any other race.

Esper: The Esper are a mysterious race, they are spirits that have no bodies and have bound themselves to suits of armor. They are a simple people who do not identify as a species to have genders. Many Espers spend their time idling as they have no need to eat or sleep. Others occupy their time performing services for others . Despite their armor clad appearances they are typically a peaceful race.

The Espers are not born, they are created by other Espers. Having no body they are free from the shackles of organic life, feeling no hunger or fatigue, making them fierce to have in combat. However, they may seem indestructible, but with no body they are forced to be bound to the armor, should the armor break it must be mended by another being, but should enough armor break the Esper cannot be restored.

Dragoons: They stand as tall as humans and share many features in the eyes and hair, but similarities are fewer than differences. Dragoons are dragon-like beings typically associated with violence due to their appearance. With tails, claws, sometimes horns, and scales covering the body they are a tough and durable species. Physically they are excellent specimen, their scales act as a natural armor. Thought to be descendants of dragons they have very strong instincts that are very hard to resist. Some believe their lack in magic power is made up for with their abundance of physical strength.

The dragoons are very good at physical labor and have excellent stamina, keeping up with even the Espers. However, they have tempers that tend to make them very dangerous people should you get on their bad sides. When it comes to socialization, dragoons naturally drift towards one another to the point they usually all find housings in the same area as one another. The dragoons do not care how they live at home, they spend their days out and about burning energy and choose to use their homes only for sleeping.

Elves: The elves stand taller than most humans and have faith in many gods which they worship regularly. With longer life spans, they as a species have developed a friendship with the Espers and Berserkers rather than the Dragoons and Humans with their normal 90 year life spans. The typical Elf dies at 150 years of age. They are considered one of the more wise species due to their ages and historical connection with the Espers.

The elves are intelligent, even comparable to the humans, but they use their knowledge for wisdom and the study of the flow of magic. They are a religious species that believe magic to be a force that flows through all living beings, sentient and non, and as such believe they must treat any living thing with respect. Elves are nimble and dexterous, making them great at tasks that require a quick hand.

Kindred: The Kindred have a history of being shunned by the humans and elves for their grey skin and yellow eyes, but they are truly good people. Their history has caused them to grow up in clans rather than family's, sticking together. This species tends to be shorter than humans by a fairly noticeable amount. These people are known for their ability to tap into the forces of life itself. While only one Kindred in history has been able to raise the dead, it is standard for a Kindred to be able to use the spirits of the dead to make them stronger, but at a very high cost. The more deals the kindred make with the dead the shorter they live.

Being a Kindred can be tough, while racism over the years has been becoming less and less discriminatory, they still face challenges from some individuals that have not dropped their hatred for this race. The kindred take solace in the fact that it's no longer a culturally taught racism, but rather individual people and families that struggle to see more than what the surface has to offer.

Berserkers: Haling from the northern lands fittingly called the "Northern Harshlands" the Berserkers are a minority everywhere but the frozen north where they thrive. They were once proud tribes that were at constant war with vicious beasts, unrelenting nature, and eachother. Their constant battling one another would not cease until one human woman would unite them into the nation now known as Valhalla, widely considered to be the homeland of the Berserkers. Berserkers stand tallest of all the races and naturally build far more muscle.

Their strength rivals the Dragoons but their stamina is lacking in comparison, though still able to keep up whenever it counts. Additionally, the Berserkers have a natural resistance to anything nature can throw at them. They resist the cold, their bodies can cool them off in the heat, they are not threatened by storms or wildlife. As hunters and warriors by blood, they make great companions for long trips and are often sought to join in many adventures.[/fieldbox]
[fieldbox=Rules , white , dotted]I will only be accepting 4 players
No powerplaying, no godmodding, and no metagaming
Do not kill a player character unless given permission
GMs word is law (I hope to never invoke this rule again)
If you have a question, ask it
Romance is encouraged but please keep adult content in the adult section
Creative liberties with the world are welcome but must be discussed with me
Don't post so fast that others struggle to keep up, give everyone time to respond
In the end of your bio you must type "I have read the rules"
[/fieldbox]​
Character Template:

Name:
Age:
Gender:
Race:
Nationality:
Appearance: Images are allowed but please describe any features not shown in the image.
Personality: 2 paragraph minimum
Weapon(s) and Attire: I expect more detail than "it's a sword that cuts." Guns exist but hold 1 shot and take time to reload manually.
Magic:
Skills:
History: Please be detailed, how did your character get into this position?

@Greenie @Applo
 
Last edited:
  • Love
  • Bucket of Rainbows
Reactions: Applo and Greenie
I know which characters I'll be using here ^_^ Probably have the up in the first week of December if that's alright?
 
I'll be trying to have a sheet up roughly the same time as Greenie *rolls away excitedly*
 
  • Love
Reactions: Greenie
That's good to me. I need to get my own characters up. Maybe tomorrow, but no promises.
 
  • Bucket of Rainbows
Reactions: Greenie
[fieldbox= Razkel Ranormaughmos , #99ffcc , solid]Name: Razkel Ranormaughmos (Raz)
Age: 32
Gender: Female
Race: Human, partly Kindred Descent
Nationality: Valhalla
Appearance: Raz stands at 5 feet and 5 inches tall with yellow Kindred eyes.
a33ffa24dac0161191fd4ad241e0ff2b.jpg

Personality: To strangers, Raz appears tough, hard, and cold. She's quick to speak her mind and is very clearly not overly fond of strangers. She won't dismiss conversation, but getting her to say anything about herself is quite the challenge. Usually an easy way to get her to stick around would be by offering her some ale. Fine wines are acceptable, but it's hard to beat a good mug of mead.

Those that have gotten to know Raz would quickly see the kind person she really is. She's very quick to put others before herself, not out of love, but just because she believes if anything bad happens to her it would be better than watching it happen to someone else. Finding friends is important to her, no matter how cautious she is in the process of making them, because she knows she has a habit of carrying the world on her shoulders, even when it wasn't asked of her. No matter what the burden she feels, however, she knows it was a burden that was not bestowed upon her, just one she picked up.

Weapon(s) and Attire: Raz wears a set of armor crafted by a group of Espers living in Valhalla who specialize in combat equipment for those more magically inclined than the Berserkers. Her set is a perfect fit for her, as it was made specifically for her. The armor itself only has metal plating over her forearms, shoulders, and her legs, covering just above her knees. The metal plating carries no Esper properties, however the cloak on it is woven with threads with trace amounts of Esper magic that allows her to glide. While landing on the ground from considerable heights is by no means gentle, she will be free of harm.

Paired with the armor, Raz carries a rather unusual weapon. The hilt and handguard of the weapon come to an abrupt end as the blade appears to be missing. Instead, a small pale turquoise sphere glows gently. This sphere is made of a type of Esper magic that can channel Raz's magic to conjure a blade out of her own spiritual energy. The blade takes the shape of whatever Raz so chooses, but her usual blade is a long and wide sword. The weapons blade carries no real weight but does feel resistance when striking physical objects. It is very effective at cutting through armor, but extended use will cause Raz to grow exhausted and eventually passing out.

Magic: Raz has Kindred blood, and as such is able to use the spirits of the world around her. It is her kindred blood that allows her to wield her weapon to its fullest ability. Thankfully, the Esper magic within the weapon acts as a catalyst preventing her from sacrificing her life to conjure the blade, however extended use will cost time on her life. Her weapon is not the only thing her magic can be used for, her life force can be conjured into other physical forms, such as spheres that burst on impact. Without her Esper weapon being used she will be spending minutes of her life as weapons.

Skills:
Battle Prowess- Being born in Valhalla, Raz has been trained in the art of war since childhood and as such understands proper battle tactics. Her abilities with a sword are rather standard for a Valkyrie, however they would still place her considerably above the average anywhere else in the world. Should she find herself unarmed, however, she is not powerless as her unarmed fighting skills are very well tuned, though she'd rarely fight anything other than beasts without a weapon.

Hunting and Tracking- A Valkyries idea of hunting doesn't involve chasing down a deer or shooting an arrow at a bunny, the true hunt comes in the chase and felling of vicious beasts. All of them follow a predictable behavior, it's just a matter of solving the puzzle and exploiting their weakness. This includes tracking and recognizing if anything vicious has been near her, though would require investigation to know for sure.

Geology- Living in the mountains and occasionally roaming to the other side, Raz took a great interest in various rocks and eventually learned the properties of most stones and their properties. The study of these stones lead to a further curiosity, causing her to read up on the geology of the world itself.

History:
Raz never really had the chance to know her mother and father, all she knows is her great grandfather on her fathers side was a Kindred, meaning she has a slight Kindred lineage, and that her mother was a noble Valkyrie. They died when Raz was too young to truly develop memories, her mother and father both died on a hunt for a reported beast terrorizing the winter wilds. She instead grew up in a Valhalla monastery, a common place for children with lost familys to grow into adulthood. Citizens of Valhalla may have been the toughest in the world, but that meant they took on tougher jobs, making their frailty feel the same as anyone elses by comparison.

By Blood, Raz has 3 siblings, all older. However, life in the monastery from such a young age caused her to think of all 14 of the children she was raised with as siblings. She was the youngest, and while she saw others befall the same fate as her, it was only a group of 15 to one master at the monastery. Her curriculum consisted of standard Valhalla teachings; math, history, geography, and the arts of war. Kids weren't allowed to use real weapons, they used sticks and wore padded clothing for protection. Being so young, Raz found it hard to compete with the more matured boys and girls, but this struggle is what made her become as strong as she is today, as she was always able to compete with even the toughest in her class, even if it meant losing.

Being in second place all the time became the ultimate fate of Raz as she was lucky enough to be born in a generation who needed a new Queen. Theirs was dying, time being the only foe the legendary Valkyrie Queen could not conquer. Valhalla chose its princess, called Shahzadi in their land, based on a competition, all were encouraged to join and Raz was not about to pass up her opportunity to prove she was fit for the crown. The tests consisted of physical competition and mental strain, both of battle strategy and intellect, as a Queen with low intelligence was not acceptable. Raz always scored high in both mental and physical exams and competitions, however, she was never the best. In the end, the title of Shahzadi went to a woman named Rayduera Tiavesan, someone she'd been acquainted with, though never close enough to call her friend.

There was no shame in losing the title, as only the best of all the women of Valhalla could be the Queen, and Ryaduera was most certainly fitting of the crown. Instead, Raz found a job as a hunter, a common first job within Valhalla, one the young started in and the strong stayed in. She didn't dislike hunting and the pay was rather nice, but it never did spark that fire of passion in her heart. One day, she'd come across a hunt contract for a dangerous beast in desperate need of slaying within The Begix Territory and quickly accepted it initially for the money. The Begix Territory was just on the other side of the mountains and Valhalla had already built a pass through them to make for easy trade and navigation, so crossing the border was no major task.

The hunt she'd accepted dwelled within the feet of the mountain, said to be able to dig beneath the sand and stone and tunnel without leaving anything for people to trace, as if the tunnels were filled after it had left. Upon finding it within a cave, rich with stones glowing with energy, she slayed the beast. Though a bit battered and bruised, her body suffered no major injuries. Now free of thoughts of where her bounty rests, she was able to fully examine the cave she'd ventured into, sparking a true curiosity of how it might have formed. This curiosity quickly blossomed as she returned home and studied the geology of her world, truly feeling the fire within her heart burn brightly once again.

When word of the island full of abominations had gotten into the ears of the Valhalla public, Raz thought little of it. It's discovery may have been significant, but she didn't think it likely to involve her directly. Days later, after the council between nations had concluded, she heard a knock at her door. She opened it to see none other than the Valkyrie Queen, Ryaduera. Saluting her with the national mannerisms, Ryaduera proceeded to invite Raz to go on the expedition. It was curious that she should ask Raz of all people, and Ryaduera proceeded to explain that should the Queen go and not return, Valhalla would need a Queen, and being unable to communicate the status of her life would mean they'd be forced to choose a Shahzadi regardless of if she'd make it out alive or not, and should it take too long, a new Queen would be put in place, and should Ryaduera return, conflict would surely arise. It was then revealed that Raz was the one that almost beat Ryaduera, making Raz the would-be-Queen to go in her place, should she accept. Raz accepted, and now finds herself flattered by the closeness of her position with the Queen. She almost won, surely that meant something.[/fieldbox]
 
Last edited:
Absolutely, that leaves one open spot.
 
ooooh ME ME ME>>>>>
 
  • Love
Reactions: Applo and Greenie
I'll get a sheet up in the next two days...ok??
 
  • Thank You
  • Bucket of Rainbows
Reactions: Squee and Greenie
That's fine by me! Glad to see a familiar face!
 
  • Like
Reactions: PoetLore
Awesome to have you back...totally love writing with you! Looking forward to more.
 
Just wanted to post here that I'm working on my sheet as well! Definitely posting it up in the next couple of day. :3
 
  • Love
Reactions: PoetLore
;~;
Is there no room for one more
 
Sadly I don't think I can take on a project any bigger than what I already have, but should a spot open up you'll be the first to know!
 
Sadly I don't think I can take on a project any bigger than what I already have, but should a spot open up you'll be the first to know!
That's fine, I understand how it is. Thanks for considering me though and I'll be waiting.
 
  • Bucket of Rainbows
Reactions: Greenie
[fieldbox="Amedee Zinyara, blue, solid"]Name: Amedee Zinyara
Age: 40
Gender: Female
Race: Elf
Nationality: Presently Rothendust, but was born in Cruevania
Appearance: Amedee stands 5'11" and is slender and elegantly fashioned in form. She has gray, white hair and silver blue eyes.
7870f55c2ca432e6c9496425e47ba15a.jpg

Personality: Amedee is an intense and focused woman. She has a keen intellect and is well educated, but she is not so proud as to believe she has arrived at perfect knowledge. She can seem aloof, but that is because it takes her a bit of time to trust people and speak freely. Once she is comfortable and one has gained her trust, she is engaging, cooperative and helpful. She has spent a good deal of time sequestered away from people, and so her sense of humor is somewhat lacking if not completely non-existent. She is studious and resourceful and very hard working. She will stubbornly pursue a difficult task or skill until she has perfected it, no matter how long it takes. However, she tends to go after such pursuits to the exclusion of personal relationships, physical well being and rest. It is difficult to drag her attention away, but a blunt word of direction from someone she trusts can generally (though not always) get her back onto the right path.

Weapons and Attire: Amedee wears flowing and feminine attire that is embellished with an armored bodice that she can use to channel magical energies to protect herself from physical attacks. Most often this takes the form of a small force field of electrical energy that will repel an enemy with a shock. While not generally enough of a shock to kill a foe, it could render them unable to move for a short period of time. If she is startled however, and the barrier is hastily thrown up, she has been known to overpower it and render a foe or an unsuspecting person unconscious.

She also wears a ring on the middle finger of her right hand that she was trained to use a focus point for casting magic. It allows her to more accurately cast bursts of magic at smaller targets. She also carries a small dagger with a double edged 6 inch blade and a longbow with a range of 250 to 300 yards (unless she uses magic to enhance the speed which can also extend the range as well) with a quiver of six arrows.

Magic: Amedee can cast fire, ice and wind magic with above average proficiency. Fire takes the form of small bursts of flame which usually results in a cooking fire or a fire in the hearth, though she can and has used fire to protect herself from attack. Ice takes the form of thick shards of ice that fire with speed from her hands as she focuses magical energy through the ring. She can add to their velocity with wind, but it will drain her energies quickly. She most often uses wind magic to enable her to hear things from farther than her normal hearing would allow. She is adept but her stamina for casting has not reached its peak, of which she is well aware, and so she saves her casting for true needs and is not frivolous in its use. She is currently attempting to control earth magic, but she is not even close to being consistent.

Skills: Aside from magic focus, Amedee has a sharp eye with the bow and is an able hunter. She uses her dagger to butcher and skin her kills with finesse and speed. She has spent the last five years learning combat skills and has gained both offensive and defensive hand to hand combat skills. She is a passable cook, though no one has ever raved over it, no one has ever died from eating it either. She can sew and play a flute that she carried in her bag, but that usually only happens when she is sad, or confused as it helps her focus her energies. She can also read a map.

History: Amedee was born in Cruevania to Jendyr and Sabina Zinyara. Her childhood was one of happiness and discovery. Encouraging her to explore magic and providing access to the best mentors and schooling, her parents gave her a hefty head start and boost over many of her peers. However, they expected a great deal from her. As she matured her time spent in diversion grew less and less as did her time with others her own age. Her parents considered them bad influences and distractions. She was a driven type that thrived on achievement, so she did not actually notice this was happening until much later.

Her happy life crumbled around her when she was entering her first year of advanced schooling at the age of fifteen. Her father fell ill and though many healers and doctors were sought, no cause of the illness or cure was ever found. Watching his lifeless body being lifted high above the canopy and burned was the single most horrible event of her life.

Her mother was grief stricken and seemed to wither away before her eyes. She was frantic trying to find a way to save her only surviving parent. The answer arrived in the form of an invitation to further advance her schooling in Rothendust. They offered knowledge that was different from what she had learned among the elvinkind. Her mother was persuaded to accompany her, and the change of location and removal from all the reminders of her father enabled her mother to forge a new life there.

Amedee was a ready and apt student absorbing anything and everything that anyone would teach her. She spent twenty years learning everything she could from books and mentors. It was after this that she came to realize that magic without any form of ability to defend herself was not at all wise. once of her mentors asked what she would do if she had used her ability to cast, and was still faced with foes. Nothing came to her mind but a glimpse of a horrible, torturous death. So she began spending time training and learning to defend herself and once that was mastered, began to learn to have a physical offense as well. Though she was taller than most women, it took time for her to gain the muscle strength and learn different muscle memory for these skills. She was however, determined and eventually after many years of hard work felt satisfied with her efforts.

During her time training in combat skills, her mother met and married a human of Rothendust. At first she had been appalled, but seeing the light return to her mother's eyes quelled any objection she might have felt. Her mother's new life left her feeling somewhat at loose ends again, and suddenly without any focus or purpose.

News began to circulate about an island full of dark energy, and her mind began to consider the phenomenon and the possible causes for it. Surely there must be a means of unearthing the darkness that was creating the source of so much anarchy in their world. A letter arrived at their home, and oddly enough, it was addressed to her. She was being called upon to investigate the island upon the recommendation of her chief mentor, Zann the Defender, a retired member of the Paladins of Var. She read the letter fully five times in succession before showing it to her mother. Protests and begging ensued, but Amedee was far too eager to seek out the answers to the many questions that were crowding her mind. At length her mother acquiesced and bid her only child farewell for possibly the last time.

I have read the rules.[/fieldbox]
 
  • Bucket of Rainbows
Reactions: Applo and Greenie
Personality:
Technically not two paragraphs, but there's enough content here. Just saying :P
She also carries a small dagger and a longbow with a quiver of six arrows.
How small is a small dagger? Is it single edged or double edged? Longbows range? (Minimum of 220 yards, maximum of 400 yards)
She doesn't need to be a Paladin of Var to be on this mission, but the person that recommended her should either be from or be retired from them for this to work.

You're also missing something from the rules section!
 
I can make it two paragraphs...~snickers~

But I will edit the rest...and dang it...I was so worried about the BB code I forgot the rules line..UGH

May I make up a retired paladin? Or is there a list somewhere?
 
I can make it two paragraphs...~snickers~

But I will edit the rest...and dang it...I was so worried about the BB code I forgot the rules line..UGH

May I make up a retired paladin? Or is there a list somewhere?
Make them up! Everyone always forgets the rules part, but putting it in there is the only way I can ensure everyone at least red it.
 
Status
Not open for further replies.