Kelmont: Deep-Rooted Conflicts OOC (Fantasy-Adventure)

TheQueensGuard

Edgepeasant
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Posting Speed
  1. 1-3 posts per week
  2. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
Preferred Character Gender
  1. Male
  2. Female
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Religions ~ World ~ Races
Dice Rolling ~ Character Roster ~ Discord ~ IC

Recent History
The most recent major event in the world was nearly a century ago when the last Orcish Warband tore through Northwestern Kel and ravaged the city of Destrum and many smaller towns. This Warband, like ones before it, was a coalition of tribes formed together through combat to raid Elven and Human lands. Warbands normally come through once every hundred years, though this past one was particular devastating due to the presence of the Gray-Talkers. These are powerful green-skinned shamans that dwell in dark magic. The city of Destrum was never recovered by Kel due to a large presence of dark, chaotic magic. King Godefrey, ruler of Kel, has recently given word they plan on recapturing the city in the coming years. This has little to dwell the stirring countryside that has had to deal with the undead and higher rates of bandits. Some of the braver, or more foolish, have openly started to denounce the king.

In present day news, there are rumors of another Warband forming to further push into Kel. The military has been on guard, and a small detachment of soldiers has been sent out from the town of Crownfield. Many in the village believe it was due to an Orcish scouting party.
They've been gone for nearly a week and the locals are beginning to worry, though the noble family Grelmon that is in charge of the area has stated the town should not worry and preparations for the yearly Harvest of Cornaith should continue as normal.
Crownfield and the Surrounding Area
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The town of Crownfield is a pretty rural town in the district of House Grelmon, a noble family that prides itself in its horses and livestock. The finest horses in the Kellian military likely come from a Grelmon ranch and the tastiest steaks are from Grelmon cows! Many traders and adventures pass through here when dealing with Western Kel or on the way to the Elineshire forest. When traveling to and from the city, you're likely to pass by farms and ranches.

Crownfield itself is actually the largest of the cities in the Grelmon territory, and the town itself houses the Grelmon family home. A large church belonging to the Church of the Sun has recently been constructed here, much to the dismay of many of the farmers who still follow the Religion of the First Beings. The town has plenty of shops; including a smithy, brewery, fletcher, jeweler and butcher.
Two taverns are located here; the Drowsy Lamb Inn and the Tipsy Bull Tavern.
The Drowsy Lamb tends to be the one where travelers go to rest for their journey, and the Tipsy Bull tends to be the place where the locals enjoy a drank before a fight breaks out. Both places tend to be full around the time of the Harvest Festival.

While the locals tend to be relatively kind humans, some of the farmers have a distrust/dislike of Orcs and Goblins but they are still allowed in the city as long as they don't start trouble. Most people are distrustful of the Ratoakens that live in a small-slum like area on the western portion of the city close to the river. Elves and Dwarves are common enough here.

Rules
1. All Iwaku rules apply
2. Try and post atleast a paragraph or two per post, but I'll understand if life gets busy. Just keep me updated! There is no posting order, but please give the rest of the group a chance to interact before moving on.
3. No godmodding, meta gaming or John/Jane does. Create a fun and unique character and stray true to them!
4. Unsure if something would fit in this world? Feel free to message me and we can talk! I'm always around to help craft characters and flesh them out.
5. Speaking of the world, I have written (in my opinion) a good amount of information and you are not required to read it all. If you'd like to its there, but please just read the bits pertaining to your character!
6. At first everyone will be limited to one character, though once you are accepted you may create a second one if you'd like.
7. Have fun writing! I decided against using a dice rolling or D-20 system. I may roll dice, and you are welcome to as well, but I only ask that you try and add something to each post to allow others to continue the story
Character Building Tips and Questions
  • The more magic your character has, the less skilled they are in each 'school of magic.
  • There are written schools of magic (yet?) If requested I may write one up, but ATM feel free to be creative!
  • Try to not make your character super powerful. There is always room for growth!
  • If you're unsure if a particular race, backstory, magic or anything else would fit here you can always ask me. I answer DM's as fast as possible, and Discord messages even quicker!
Character Sheet
*Unsure about a race/place/anything else? Just ask!*
Name:
Race:
Age:
Gender:
Description/Picture:
~~~
Personality:
Skills:
Backstory:
Magic: (If any)
Inventory: (Just some notable items. Weapons, armor, etc.)


 
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Name: Dýrfinna
Race: Halamar (Elven race)
Age: 30
Gender: Female
Description/Picture:
Standing at five foot ten, slender frame yet lightly well toned body. her bust is a c cup, and her derrière is firm and round. Her legs and limbs are longer than the average human with think long fingers. Skin is pale yet almost seems to have a golden shimmer to it, this tends to be seen clearest in sunlight. Hair is a meter long and a strong golden blonde, again like her skin, will shimmer in sunlight making it look like strands of pure gold. Her eyes a larger than the average human and are a deep green with speckles of brown around the pupil and what seems to be a very dark blue/green ring around the edge of the iris. Her lashes are long and blonde, however she tends to cover them in a charcoal paste to make them look black. Medium to thick eyebrows that a groomed are slightly darker than her hair. Her face almost seems to be flat though her nose bridge is high. The tip of her nose only sticks out little bit from the nose bridge and the alignment from her forehead. Lips medium thickness with a subtle cupids bow. A pointed chin with a smooth jawline. She has two short horns coming from her the edges of her forehead. These are then paired with two larger horns that come out about an inch above her temples. These horns have almost a ninety degree angle look to them heading upwards, with a split twin spikes at the end with one spike curving forwards and another curving upwards still with a slight tilt backwards. Her hairline comes down the centre of her forward with a point. Two long tendrils fall over her face between each pair of the horns. These sometimes have all jewels and pieces tied into them. Her ears are long with split pointed ends (two points) the lower second point shaping down to the earlobe almost looking like a wing the way the edges of the ear look like the edge of a dragons wing. She is normally wearing loose fabric that is simply wrapped around and tied off to make it tighter. She is usually barefooted, however if not at work or home she will wear sandals her boss made for her, which are style much like a roman sandal. Besides the sandals she must wear a cloak and mask to cover her hair, face and horns. The cloak is a dark green, made from a thick fabric as to hold its shape and not get torn from her horns. Her mask is a simple wooden mask though in the inside is lined with a layer of silver. The masks surface is smooth and has no detail, except for the cut out eyeholes for her to see.
~~~
Personality: She is quiet and prefers to keep to herself. Once she has fixated on something she wants she will do almost anything to have it. If in conflict she is the silent but deadly type, holding a grudge for years until she believes the debt as been paid. Do not steal from her, as this will end with your life if you do not return what is hers. However if she is amongst those who truly love or understand her passion she will talk with a more bubbly but blunt personality. She hates larges noises and crowds.
Skills: She is a jeweller. She loves fixing, finding and bringing out the beauty in every piece. The smaller and finer detail the piece is, the more obsessive she becomes with it. She loves a challenge.
Backstory: Dýrfinna is from an elven race called Halamarians, that hundreds of years ago befriended a large race of dragons. Having a mutual understanding love for all things golden and encrusted with jewels, Dýrfinna's race became the managers of the Dragons collection. They would make sure everything kept shiny and in pristine condition with the deal that the dragons would look after them. Yet many kingdoms heard word of this elven bread and their gift with gold and sort after them to make their pieces. The dragons would not allow them to have a single elf. With that a great battle broke out with many dragons and elves slaughtered. Once the kingdoms and stolen the dragons treasure and captured the elves that were still alive they left. Only a few still survived in the dragons lairs, however without the dragons protection, they soon were slaughtered for food by other creatures who wish to take over the lairs the dragons had built. With their breed so spread apart it was hard to find a mate to keep their tradition going. Dýrfinna escaped from a kingdom that had found her mother wandering a forrest. Her mother didn't want her to be a slave, to spend her life trapped in a tiny stone room polishing swords and royal pieces. So Dýrfinna escaped without looking back. Years passed and an owner of a jeweller store found Dýrfinna behind the back of an inn, shinning a single coin to a point the coin looked more expensive than what it was actually worth. Knowing of her race and how rare and in demand they were her new boss got her to work for their store, out the back so no one can see her. If she leaves the store it is rarely or at night time. Only 3 people know of Dýrfinna and what she is. One works at an In, another works in armoury and then her boss. They made a packed that no one must know of her background and all agree to use her skills to help themselves.
Magic: Metal manipulation, strongest being with gold. She only works with jewellery, but it is said that her race can make the sharpest of blades and weapon tips so thin and sharp that they could almost be seen as a strand of hair. She can make gold and silver move like it is water.
Inventory: Wooden mask, cloak lined with hidden pockets incase she finds anything she wants. Two charcoal colour pouches made from 3 layers of linen and an inner lining of velvet. One pouch having gold nuggets and the other pure silver coins.
 
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@Esmeralda Blackheart
The more magic you take, the less proficient you'd be in the other schools. Someone solely studying plant magic would have a better handling than someone studying both plant AND animal magic
 
Got the discord up everyone! You don't need to join, but I would recommend it :) Link is up top underneath the first picture
 
Interested, but RL is kicking my butt right now so it'll be a little while before I can sit down and crank out a character if that's ok.
 
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Interested, but RL is kicking my butt right now so it'll be a little while before I can sit down and crank out a character if that's ok.
Awesome! Look forward to your character
 
Name: Yevelda Locke

Race: Orc

Age: 20

Gender: Female

Height: 7’ 10"

Skin Colour: Grey-Green

Eye Colour: Red

Hair Colour: Black

Personality:
  • Caring
  • Cautious
  • Curious
  • Naive
  • Passionate
  • Quiet
  • Timid
Skills:
  • Super Strength
  • Super Durability
  • Herbalism
  • Cooking
  • Farming
  • Horse Care
  • Apprentice Tailor
  • Adept Hunter
  • Survivalist
Backstory: Yvelda’s roots are unknown to her, but what she considers her personal history, starts from the moment she was found by Lena and Brengarr Locke.

Raised by the odd coupling of a Kellian woman and Belroian man, Yevelda has lived a rather sheltered and tame life on a farm to the east of Crownfield, on Grelmon land.

For the entirety of her twenty years she’s been by her parents, just as Lena and Bregarr have always kept an extremely close eye on her.

Both of Yevelda’s parents made sure to spend enough time with their daughter, teaching her whatever their experiences had taught them, everything from how to run a farm and stable, to surviving in the wild. They both also tried their best to teach her about society and how to properly interact with others.

Due to her race, Yevelda has been, for the most part, kept away from busy town squares and villages. Her knowledge of the world is minimal, only what she’s been able to learn and the minor interactions and experiences she’s personally had.

Magic: N/A

Inventory:
  • A large and long, dark, deep blue cloak to cover her form and features when in densely populated areas.
  • A large travelling bag.
  • A tight, silver chain necklace with a locket on it.
  • Various bracelets, one particular, thick, band is a mixture of leatherwork and beadwork, there are various animal totems upon it (fangs, claws / talons, feathers, e.t.c.).
  • A shoddy leather quiver that is way past its prime.
  • A dark, almost black coloured bow, it’s detailed in silver.
  • A large utility / hunting knife
 
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Name: Grathin Aldromik
Race: Orc
Age: 37
Gender: Male
Description/Picture:
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Piercing yellows eyes frame a face that could be sculpted from stone. Dreads of ebony hair fly as a contained mane down the back of his head Candles light within them when tales are told, the music begins, or when battle is at hand. A tightlipped smirk slithers up his face and highlights his inked jaw and fangs in his mouth. A necklace of three teeth adorn his neck. Teeth of what? He’s never said. Silver studs decorate the points of his ears while a loop of gold lance through his nose. These along with plated shoulders around a heavy cloth coat covering a vest of chain sets Grathin as, mistakenly, a sell sword. A better guess as to who he claims to be would be the drum he carries on one side and the massive tome upon the other.
~~~
Personality: “Questions? I have no lack of lies.”
Grathin chats at the intensity of a hurricane when properly stoked about one of his three favorite topics: history, music, and warfare. All of which he swears to be intimately related and will argue to point into eternity and back. Yet, when questions turn to himself, he becomes rather circular. Distracting and waylaying the questioners with tales of his mercenary or most recent exploits in gathering tales. His voice theatrically shifts from mighty booms to soft slithers that work their way into the listeners heart and seek to make them forget event their original questions. In battle, the blazing light flows into his eyes that could only be described as the sheer joy of his kind in combat.

Skills:
  • Brute Power.
  • Can tell a tale (and hold a tune).
  • Well-traveled.
  • Quite literate.
  • Trained Warrior.

Backstory: “I bow down to all the giants.”
Grathin enjoys keeping himself to himself, despite his social nature. However, to the dedicated researcher, they would discover that Grathin effectively appeared on the map some twelve years ago. An orc, only violent in defense or legitimate job, striding across the lands of Kel. Hither and thither he goes, copying parts of books he finds and scribing down any tale he can coax out of the residents who actively dislike his presence. He gives many reasons for his work that range from a personal interest in history and stories, if that could be believed from an orc, to a desire to revitalize orc culture and share some of their less brutal culture with the world. But, perhaps what is most true, or at least, least false, is those few times when he mentions a patron, or even patrons, who sponsors his work across the lands. Who this being, or beings, may be is a complete and utter mystery. Those who can peel out a bit of childhood from him get a simple, though mildly informative, tale of his clan, the shaman who inspired his turn to faith, and a history of being a drummer and fighter in his warband.

Magic: N/A

Inventory:
  • Longsword
  • Drum with brush and stick.
  • Chain amor under heavy shoulder and arm plates with a steel helm.
  • His Book and writing utensils.
  • Large rucksack with personal tent.
  • Fine, weathered coat over his chain.
 
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Companion-At-Arms, Celthric Matsen
Name:
Formerly known as Celthric Risenberg as a child, when he was adopted by the Order of the Sun he took on the surname Matsen.
Companion-At-Arms is his current title within the Church of the Sun, and the last step before becoming a full-fledged Knight.
Race:
Human (Belroian)
Though he has Belroian blood in his veins, Matsen spent most of his life growing up in Kel. He considers himself a Kellian, though a perspective eye might notice his more Bel-like features.
Age:
Twenty-Two (22)
Gender:
Male


Description:
Standing at 6'4, Matsen is on the taller side for a human. He is well built through years of fighting and his Bel-lineage helped him fill out his frame more. He keeps his hair short and tries to keep his face clean shaven though his beard grows in pretty fast. He has blueish-green eyes and white skin. He has a few scars, the most notable one being the one under his right eye. Another deep one is across his back and shoulder.
He wears plated armor on his shoulders, arms and legs. He normally wears a red padded tunic over chain-armor will don a simple metal helmet with a visor and if time permits, a chain hood. In his off time he tends to leave his armor in his saddle bags and wear a simple white shirt and brown pants.

~~~
Personality:

A relatively kind and honest man, Matsen does what he can to be a 'good' man. He is friendly, though he does have trouble reading some social situations. He is a bit chivalrous, a bit witty and a bit cocky.
While normally level headed, when in the heat up combat he may occasionally lose his cool tempered self and go in a bit more of a frenzy. A part of him enjoys fighting and killing opponents, but he will never admit it.
He typically tries to find another solution, but if swords are to be crossed he is among the first to protect those close to him.
He is a bit guarded of his past and doesn't tell much about his child hood apart from "Being adopted by the church and raised by its good graces."

Skills:
Close-Ranged Combat

While awful with a bow, he is trained with axes, swords and maces. He is decent with a spear as well, though he prefers more 'intimate' weapons.
Healing
While healing magic does work well, in situations where he is too tired to cast spells he can rely on his bandaging and medicinal abilities.

Horse Riding
Skilled in horse riding, he has no problem mounting and dismounting at a quick pace. He also retains his combat skills when mounted.
Charismatic
While he is no bard, he has no problems speaking with others and deescalate situations. On occasion he can knock a few coins off of an Inn or talk a local into providing some gossip about the area.


Backstory:
Childhood
Born an energetic, trouble making child in the Vann Clan of the Belro Islands, Celthric had always been one to get into trouble. The son of Wade Vann, one of the beserking war-shamans of the Vann Tribe, he had always looked up to his father and the other raiders that provided goods and gold from other lands. When he was twelve, still a few years before he could be called a man, he became a stowaway on one of the raiding ships he thought his father was aboard. After a few days at sea, he was found by the raiders heading towards Kel. His father wasn't aboard the vessel, but was heading a bit farther north to raid a small village. This ship was heading to support a sieged raiding party being attacked by the Kel military.
Too far away from Belro to drop him off, and too dangerous to be left on a ship under fire by catapults and arrows, he was given a short sword and some loose fitting armor and told to stay close to the actual warriors aboard the ship. As he stormed the beaches along side his fellow Belroians, things didn't go their way. They were met head on by the Kellian military, led by Paladins of the Order of the Sun and supported by spellcasters. While most of his clan was killed, a blow from the pommel of a sword sent Celthric unconscious.
~~
Young-Adult
While still distant and stubborn the first year, Celthric soon grew close too one of the clerics, an older man named Gregor Matsen. It was this old man that introduce Celthric to casting healing spells and the gospel of the Sun. While Celthric wasn't dumb, he lacked the concentration and dedication it took to be a man of the cloth, and opted to joining the more militaristic side of his new religion, the Order of the Sun.
Thanks to his size and natural lust for fighting, Celthric excelled as a warrior. Fighting in a few battles against Orcs and bandits, he proved himself a capable footsoldier. Requesting training to become a full-fledged paladin, he was granted a Squire position too Francis Drust, one of the newer Paladins in the order. After serving him for two years, he was recently promoted to Companion-At-Arms. Now, like other Companions, he is sent out into the world to spread the word of the Sun and make a name for himself before he is granted a full-fledged Paladin. Celthric found himself traveling west to the town of Crownfield, in hopes to find work to make his name known at one of Kel's most celebrated festivals.


Magic:
Holy Magic:

While he mostly uses it to create light in dark tunnels and heal light to moderate wounds, he is also capable of lighting his and allied weapons ablaze in a light of radiant blaze. This helps with undead and other chaos-based beings. Some spells are trivial and take a little energy to cast, while others require a light source. Healing wounds takes the most out of him.

Inventory:
Helmet, armor and clothes
Steel Mace, Circle Shield with a Sun Crest, and dagger on his waist.
Short sword and Spear, normally kept on Glory
White horse, nicknamed Glory, given to him by Paladin Drust.
Bedroll
Canteen and Rations for himself
Pouch with coins
Symbol of the Order of the Sun

Other:
He has occasional nightmares and has a fear of Wolves. He respects all races, unlike others in his order, though he does keep his eye on some of the more 'dangerous' races. (Orcs and Ratoaken primarily)
Color Code: #54ACD2

 
Name: Pelingilwen ("Pell") Naurdineth
Race: High Elf
Age: 67
Gender: Female
Description/Picture: Pelingilwen is tall and slender, with the delicate features and alabaster complexion typical of her kind. She wears her strawberry-blonde hair long and free, except for the small braid on one side that denotes her status as a free citizen of Fynehil. She usually dresses in red and black, the colours of her House; that these set off her skin tone and wine-red eyes is no mere coincidence. A cabalistic tattoo on her right shoulder tells of her membership in the Order of the Fiery Dawn, a sorcerous sect that is second only to the Child of the Strider in their mastery of pyromancy.
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~~~
Personality: Pelingilwen is, on the surface, almost a stereotype of the High Elves - haughty, self-righteous, prickly, quick to anger and slow to forgive. Scratch that surface and you'll find that she is also kind, generous and an excellent judge of character. She's very clear where her boundaries lie and she will police them ruthlessly. But show her the appropriate respect and that you can stand up for yourself, and she'll be as good a friend as you could ever ask for.
As with most of the High Elves, she's functionally vegan - she considers the consumption of animal products disgusting, and she will totally judge people who do so except in extremis. She also has very firm ideas on the best way to organise society, and these fall generally in line with High Elven norms. She does understand that other peoples have cultures and traditions that make it practically impossible to follow High Elven ways, but that's just proof that their cultures and traditions are backwards and inferior.
Skills:
Spear fighting - As befits a follower of Rhistel the Spark Strider, Pell wields a spear (see below) with consummate grace and deadly effect.
Cooking - Turns out that being able to control heat with incredible precision is useful for cooking....
Singing - Part of every High Elf's upbringing, music is an integral part of their culture. Pell's voice is a beautiful sweet-smoky contralto .
Calligraphy/painting - Again, no High Elf goes through life without developing a proper hand. The Elvish script is as much picture as it is letters, and writing well essentially means being able to paint and draw as well. Pell is no slouch in this regard, with a strong, wild but elegant style. She often displays this in conjunction with her magic, for example by burning taunts into the flesh of her opponents, or incorporating text into her pyrotechnic displays.
Languages - Pell picks up languages quickly. She speaks the several dialects of Elvish more or less fluently, and is conversant in Senso and the Common tongue of Kelmont. Her accent always makes her sound like she's singing, though, as her prior experience has been with tonal and syllable-timed languages.

Backstory:
Pelingilwen, at the age of 67, is considered a youngster by the standards of the High Elves. As a scion of House Nardineth and an initiate of the Order of the Fiery Dawn, much is expected of her, a fact of which she is well aware. She intends to exceed all those expectations, as she believes strongly that the leadership of the Elven races – the High Council – is stuck in their ways, looking constantly backwards rather than to the future, and constantly reacting rather than taking action to shape their destiny.

Such a passive stance is anathema to the dynamic and ambitious Pell, and her impatience and haughtiness – impressive even among the proud High Elves – has got on the nerves of many of her elders. While they understand her potential and may even respect some of her arguments, they also have the perspective of time that she lacks, and this conditions many of their decisions.

It was thus agreed that the best thing for Pell to do would be to go on a journey all round the world, to learn the facts on the ground and gain an understanding of the less-enlightened peoples. Perhaps this would temper her ambitions, and teach her the importance of patience and restraint. Or it might simply get her out of their hair for a couple of decades.

Pell has already traveled extensively in her period of voluntary exile, visiting the Senso Archipelago, where she was suitably impressed and appalled by the practices of the natives, Tiefling and Human alike. She learned their languages and culture, made many friends and contacts, and had several adventures which may someday make their way into Senso lore.

It was soon time to continue her journey, however, and so she has made her way by trading ship to the realm of Kel, and the town of Crownfield. What she has seen so far has not impressed her, but she is trying to be fair and to keep an open mind.

Magic: Pyromancy - Beyond hurling firelances (although that is a classic application) Pelingilwen can also use subtler magicks, such as controlling the temperature of an area, selectively heating or cooling an item, casting illusions, creating will o' wisps, and performing clairvoyance and fortune-telling through viewing flames.

Inventory:
Alaco, the Fiery Whirlwind - This puissant item appears to be a child's plaything at first glance, a slender wand with a crystal tip. Certainly Pell sometimes uses it as such, tracing fiery letters and figures in the air. But when the need arises, at a flick of Pell's wrist Alaco transforms into a spear with a silver haft and a leaf-shaped blade of living obsidian.
The Blood Rose - At Pell's side hangs a token, a rose carved from a blood-red ruby. It is powered by her magic, which it stores while quiescent, and it protects her from hostile enchantments that would take away her freedom of thought and action. She can also draw power back from it when her own is exhausted, although this annuls the protection it provides and can be painfully dangerous for her.
Bracers of defence - While Pell appears to go unarmoured, she is actually well protected by these enchanted items, crafted of spidersilk and carved ironwood. They stand up to sword strikes and blunt impacts, and provide equivalent protection to a shield while leaving both hands free to wield spear and magic.
 
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Name:
Eric Kanaan

Race:
Human (Ara)

Age:
23

Gender:
Male

Description/Picture:

Image result for young human male mage


  • Hair Color: Black
  • Eye Color: Grey
  • Skin Color: Tan
  • Height: 5’11”
  • Build: While he is somewhat well built, he isn't muscular by any means.

Personality:
Eric is generally seen as a cool-headed and easy going person. Some might make the mistake of assuming he’s lazy and lackadaisical, but in truth he is actually quite clever and adaptable, good at thinking on the fly and putting plans into action. This combined with his sarcastic edge and joy for mischief has placed him into some… less than favorable situations, but he’s usually able to get out of those somewhat easily, at least when he's not being too reckless, which definitely happens from time to time. Now, this could make Eric seem a bit crass on surface level. However, despite all of this, Eric is a bit of a softy on the inside. He is very loyal towards those he views as friends, willing to help them out whenever they need it. He also has a particular soft spot when it comes to orphans, given his upbringing. He tries his best not to be too judgmental, and has a habit of seeing the good in a lot of people, for better or for worse.


Skills:
  • Adept sword user - While he most often relies on his magical prowess, Eric can easily hold his own with a sword. His father trained him to use one from a young age, because even though he was a strong mage, it would be useful to know how to use a physical weapon. He often sends his lightning magic into it to make for some deadly close quarters combat if need be.
  • Observant - Eric has quite keen observation, and will likely notice things that others might not be as quick to pick up on. He's also quite good at reading people and their emotions.
  • Pan Flute - His adoptive mother had taught him how to play a pan flute, and eventually he became quite good at it.
  • Card Games - Another thing Eric is quite skilled at would be card games, and has a bit of a fondness towards them.

Backstory:
Eric got off to a bit of a rough start, to say the least. He was born to a couple of criminals, a rather infamous duo of thieves in fact. Neither one wanted to keep the kid, and after a lot of arguing as to what they should do with him, they eventually just left him on the streets and took off. Thankfully, nothing too bad happened, as he was soon after found by someone who ran an orphanage nearby. While it wasn’t a luxurious life by any means, he had an alright time at the orphanage, and got along with most of the kids. However, the people who ran it didn’t take to kindly to his mischievous demeanor, and he’d frequently get into trouble for it.

Then came the time, around when Eric was 7, a local mercenary took a liking to him, with the day ending with the guy adopting little Eric. His new family was quite nice to him, despite his father not being around as often due to his line of work, but that was fine. Shortly after being adopted though, they discovered that Eric had a strong affinity for magic, and enrolled him in the sorcerer’s seminary as soon as they could. From there, he was able to take his magical prowess to greater levels, specifically specializing in magic related to electricity. In his downtime, he'd sometimes come back to the orphanage, often to entertain them. He also ended up befriending a couple people at the academy: a lowland dwarf from Kel named Therdur and another Ara human named Allan. The three of them grew quite close, often partnering up in group projects, and are still in touch to this day. Eventually, he ended up joining an adventurers guild, but is currently heading towards Kel for a rather beloved festival.

Magic:
Lightning Magic: This being Eric’s specialty, he can generate high levels of electricity and manipulate it as he pleases. He can use this in a variety of ways, including shooting lightning bolts at his opponents, using electroreception to locate objects or people, or even imbuing weapons with an electrical charge. He can also absorb electricity, turning himself into a human battery of sorts, but it only works up to a certain point. Taking in too much electricity or trying to send out a voltage of a higher level than his body can handle can and likely will physically harm him.


Inventory:
  • A broadsword
  • A small dagger
  • A pan flute
  • A bedroll
  • A journal along with writing utensils
  • A pouch containing a small amount of money

Other/Misc:
  • Eric tends to like spicy food a lot.
 
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Name: Jack the Knave

Race: ?

Age:
27

Gender: Male

Picture:
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~~~
Personality:

like his title suggests, Jack is rumored to be an unscrupulous man who only cares about gold. Those who have crossed his path know that Jack is known to talk his way out of most situations, even going as far to convince a Dionachd Noble's daughter that he only snuck into the city only to gaze upon her beauty. Ofcourse it was only after being caute stealing from there home. Anyone with a keen intellect would know that Jack is a good actor who puts up a well fortified front, but plays on the rouge sterotypes a little to much.

Skills:
-Rouge/Thief-
Anyone who would be able to see Jack work, will see that the man is nothing like his reputation makes him out to be.
-Slight of hand-
A neat trick that Jack was able to learn in Anahita (will dice roll)
-Dagger user-
Although Jack is a skilled fighter, he is not exactly skilled with daggers.
-MasterSwordsman-
-Peak Human Condition-
-Smooth talker-

Backstory:
Jack the Knave is a rouge who grew up in
Anahita in an orphanage, well that is what the Kellians hear, and to Ara's he was a fisherman's son born in Senso Archipelago. No one really knows who Jack really is, nor where he is from since he constantly lies about his past. There is a scared tattoo of a heart on the right side of his neck revealing a small hint to who he was once was.

Magic:

JACKS RING

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A enchanted ring used to summon Jack's armor and sword


JACK OF HEARTS ARMOR
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The Infamous Jack of Hearts Armor that was worn by a fierce knight who once executed the tyrant kings enemies before suddenly disappearing 4 years ago. The armor is believed to be harder then steel and slightly resistant to elemental magic.

JACK OF HEARTS SWORD
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A ceremonial long sword that was crafted to resemble a Katana.


Inventory:
-Rouge gear
-Twin daggers
-summoning rings
- heart Crest pendant
- ( what ever was in your pocket a few secondes ago)
 
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Made a few changes to my sheet, and added Pell's backstory.
 
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Name: Anna Capell

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Race: Kelian
Age: 18
Gender: Female

Description:

Height: 5'10
Build: Toned
Skin Tone: Ivory
Eye Colour: Dark Green

Scarring:

Claw marks across the right forearm

Stab wounds across the abdomen

Small nick's and cuts across the hands from sword practice

A slightly cut on her upper lip at the left corner

Old gash across the left inner thigh

Personality:


Hot Blooded, Out-going, Bold, Proud, Protective, Compassionate, Unyielding, Aggressive

In the belly of every Capell a hearth burns brightly. They are renowned for their hot-blooded nature, to threaten or insult a Capell is to tempt fate herself. Anna is no different. She is a proud woman. Bold, and unyielding. She can be difficult to manage when her mind is set on a particular goal. Nor can she be easily dissuaded from it. Stubbornness runs deep in her family. Many that meet her at first will see her confidence, but her mannerism and speech is considered too aggressive. But make no mistake she is extraordinarily friendly. She will speak to anyone, at anytime. To friends she is protective, to enemies she is relentless.

Skills:

Sword Mastery: A child of House Capell is given instruction from the young age of 4 years. Even though they must under take training, they must choose a preferred weapon. The sword is the main choice for Capell's due to their blacksmiths crafting renowned weapons only those of the family are gifted.

Shield Mastery: A favorable choice of Anna's arsenal. The shield she has trained with for many years. To defend herself and others when needs must. She favors the right arm, the left is for the sword.

Embroidery: The women of House Capell are taught the art of embroidery. An art of expression for the women. But it was mostly a social dynamic.

Architecture: The duties of a woman and man were different among the Capell family. Women were not expected to attend war. So they were not trained as such. But their duties extended to the home. They were taught the strengths and weaknesses of the fortification. Many extended to other cities. They were expected to study the architecture of all races, should the women occupy a foreign settlement while the men fight in battle. There is also the machines of war that were within the castle walls. Built by men but operated by the women. The defense of the home was a woman's duty.

Backstory:


House Capell

Head of the Family: Lord Frederick Capell
Domain: Dunnottar Castle [Central Kel]
Heraldry: Two white maned Stallions of chestnut over a red shield
Colour: Red and white
Motto: Always trust in your steed
Characteristics: Red haired men and women, some are a shade darker but many remain blood red. They are a tall family. The men average 6'3 and the women 5'8-5'11. The men are broader, large hands and rectangular faced. The women are prone to have wide shoulders and narrow hips. Child birth is difficult for the women of Capell as they suffer from narrow hips. Their skin is usually quite pale, the women have more freckles than the men. They suffer in the sunlight as their skin is more sensitive; the women suffer from this more so than the men.
Personality: The Capell family are known for their hearty gestures and bold actions. A proud house that welcome anyone into their home, but they are as kind as they are aggressive. The family enjoys the more brutal sports. They hold frequent tournaments on their grounds for those seeking to test their strength. But they are hot blooded. The Capell temper is nearly legendary. They are a loud House. Pride, strength and honor are the major traits. They have a great respect for the common man. Farmers are treated better than some nobles on their land. As they feed their children, they respect the hard labor. Some of the Capell House has been seen to work alongside men and women in the fields. To become an enemy of a Capell takes great effort. Once their House considers another an enemy they do not forgive nor forget.
Military Strength: 100 men strong. 50 Cavalry. 15 Archers. 35 footmen [pike and sword]




Brief House Capell History
House Capell a family known for its breed of son's entering the shock company and the king's service. A loyal bloodline. But one that was troubled in its infancy. A blood feud between families tore the people they swore to protect apart. A feud that continues to bleed among the nobles. House Alnwick. The feud began over the death of a Capell man, during a joined hunt of game one of the boys had been trampled by an Alnwick horse. Afterwards the Alnwick family refused to apologize, instead they insulted the Capell boys ability to correctly ride and hunt foxes. Fist fights and name calling were not out of the question for the Houses. A Capell and Alnwick could not be left in the same room for long. The feud escalated when a servant and son of House Capell was killed during a sword fight in a back alley. They suspected the men were lured by a letter found by Killian's bedside. The suspect fled and remained hidden by the family despite the Capell's demanding justice. The two houses remained rivals after that. Fifty years later and they still remember. A son of House Alnwick was killed during the attack of the orcish warband to the west. But the son of Alnwick was found miles away from the orc attack. A suspicious death.


Anna's Family/Biography
The binding of two Houses began the journey of a new generation. House Capell and House Dunkeld. An arranged marriage not uncommon among the families. Frederick first met his wife Marian when they were young. Their father's decided when they were older the two houses would join together. The majority of central Kel is now protected and claimed by House Capell and House Dunkeld. The strength of their houses increased with the birth of five son's separated by different years. KIllian, Adam, Alwin, Stephen, and Turold. Killian the eldest became a member of the shock cavalry company, followed by his brother Adam. Adam had always followed his brother no matter where or what he did. He was teased as a Little Killian.

Alwin remained at home until he was 17 and married an elvish girl. He has not sent word or returned home for 20 years. Frederick and Alwin were never close, nor was he to his brothers. He had always disliked nobility and ended up marrying a common elvish woman. Stephen was the opposite of Alwin. A proud Capell. He worshiped his father; and loved the people he swore to protect. His interest was in building the reputation of Capell and one day taking over Dunnotar castle. His eye's were set on marrying into a greater house to further their territory. Turold the baby of the brothers. He is still young. He enjoys fighting and personal pleasures more than abiding by his duty as a Capell. Turold and his father do not get on well.​
When Anna was born. Her mother had turned to her father and told him she had always wanted at least one daughter; to pass down her wisdom. The girl was raised by both her mother, and matron Flora Herein. She had raised all the Capell children for two generations. The girl was raised a Lady and a Warrior. She idolized her brothers; Killian and Adam the most; when they would return the brothers would always bring something new for her, the shield she has now is a gift from Adam his old training shield, he said it brought him good luck. They would always take her outside the walls, visiting the locals and sharing stories. They also gave her a taste of strong liquor, it didn't taste nice so she said and never tried it again much to their amusement. But no woman of House Capell had ever entered the shock cavalry. Her father would never agree to it. Her responsibilities differ from the men. As it has always been. But despite her shenanigans as a child with Turold she was very much her father's daughter. They shared the same temperament, and love in their heart. And like him her heart would always belong outside the walls. With the people. She had no interest in marriage or children.

Over the years her father wanted to give Anna more responsibilities, the defense of the castle and active control over the patrols on their land. She would also be expected to attend political meetings, to ready her for marriage and safeguarding of the land they own. When she marries her responsibilities will become entirely on the household. But also protecting the land. That meant understanding the politics of nobility. Anna and her father had attended a meeting with three neighboring houses on the concerns of the west. The borders were of great issue, among other matters. At the end of the meeting; Anna attended to a more personal matter. Her father trusted her to return once she was finished. She had come to return the ash's and belongings of an old friend to his brother. The brothers had not spoken in 30 years after the eldest married the love of his life, despite knowing his brother was in love. It was his final wish to be returned home.​

Magic: N/A

Inventory:

- House Capell Short sword
- Round Wooden Shield, crest of the Capell House on the wood
- Plate armour and red cloak with silver stallions as buckles.
- Water skin
- Wet stone
- Salted Pork
- Pipe and Ashilk Leaves
- A few coin
- Fur blankets wrapped
- Urn of Balin

 
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Name: Whimsy
Race: Fae
Age: Unknown
Gender: Female Appearance
Description/Picture:
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Placeholder but generally the same idea!
~~~
Personality: Whimsy describes her perfectly. A chosen name in the tongue of mortal races. She is playful but has many dimensions and layers even within. She has been both a saviour and villain in her time, but never confirms the stories. Mortals are fickle and she is all things, hardly the same standard or perspective.
Skills:
Alchemy: Whimsy has long understood the natural cures and sometimes shares that knowledge, mostly not, but sometimes!
Raw Charisma: A blunt instrument in Whimsy's hand, cutting deeper than a sharp sword.

Backstory:
Whimsy is a fae, a spirit of nature, without age. Long the years that have passed since she thought on it. Man got uppity sometimes and amassed great power, only to die some three or four decades later. They killed much for so little, so she watched and observed. She protected some, even to the point of claiming the war mongers with plague who stumbled into her wood.

Her existance changed in meeting a strange mortal she came to care for deeply. She first observed him in the long hours of work, then decided it fun to play a game with him as he worked. Still the man steadily made progress on his work.

Second she came to him in disguise only to burn herself on the iron. She was revealed for what she was, but this man did not fear her. He was equally curious. "Are you the one whispering in my mind", he asked as he tended to her wound. "You can do better you know. You guided me in making this medicine and I am certain you have guided others before."

Long years passed between them. He aged and withered before her eyes. To her ageless grace he would be a passing thought in her story. This was love, this was truest agony....

But not if she could help it....

In those times were war and she took to the battlefield, to those on Death's Door already. So would the Cursed Field be named. She tore life away selfishly. To some this was a mercy and others a lifetime ripped away. She gathered what she needed, but in the moon that passed he heard of her nightly deeds. "What have you done Whimsy, why?"

"For you, for us." Her eyes felt hot as tears streamed. The Doctor, he could not look at her nor the blood that stained her. She gave him long life and in that time perhaps he would forgive her. She thrust the pendant forward loosing fully the magic she gathered up, but such powerful magics had a price. The Doctor's skin grew cold and the very same thirst for blood his new life was harvested from became that which would make him never hers again.


Magic:
Sensory Magic: To ensnare the senses and own the heart, one need only look within, that's the place to start.
Telepathy: What is the fun of speaking of rhyme if it cannot be mad whispers from time to time?
Life/Plague Magic: Healing begets decay as decay fuels new life. No balance, a cycle, accelerated from time to time.
Shapeshifting: Whimsy can appear in many forms to many things, but cold iron always burns, stupid man, their weapons sting.

She is limited to her True Form, Elven Form, and a form she only refers to as War which has not been seen for centuries.

Inventory:
Alchemy Kit: Given to her by an alchemist she once tormented for days on end only for him to still be nice. She was intrigued by his statement that she could do better than try to drive a single man to madness.

Bow and Arrows: Whismy is an archer of some little skill as her concentration is largely lacking, but when she finds her quarry the hunt is on.

Backpack: Curious the Doctor she met carried this around. It has pockets, so many pockets, that it leaves her to wonder why if man needed them why they have not suited their forms to carry all these items.
 

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Kelmont is now closed! If you have a character in progress and I know about it, keep working on it! You may still be accepted.
We may open up down the line, but for the moment we are going to be full! I'd like to thank everyone for the interest and awesome characters that are already apart of the roster!

Also: The In-Character is up! Link is at the top of the page! Can't wait too see how our characters interact and create an awesome story.​
 
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27
~~~

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Male
~~~

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No one really knows the real Jack other than what he is made out to be. Because of the nickname and the rumors surrounding his profession, Jack is described as a unscrupulous man who only cares about gold and nothing else. Jack often encourages people to think this way about him, but an observant person would see that Jack only does this to put up a fortified front.

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Jack is said to be just another cutthroat from Anahita, well that is what most people think. Truth is no one really knows where Jack came from, nor who he really is since he often lies.

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Rouge/Thief
Slight of hand
Smooth talker
Swordsman(Hidden skill)

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Jack Ring
A enchanted ring used to summon Jack's armor and sword

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Jack of Hearts Armor
The Infamous Jack of Hearts Armor that was worn by a fierce knight who once served a noble family from kel for years. But suddenly disappearing 2 years ago. The armor is believed to be harder then steel and slightly resistant to elemental magic.


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QueensGambit
A ceremonial long sword that was crafted to resemble a Katana said to get sharper by feeding its blade blood.


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Rouge gear
Twin daggers
Heart Crest pendant with picture in side
Jack's ring

 
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'Iz One-Paw, the Grave Robber
Name:
'Iz One-Paw
A name accidentally given to him by his temporary Dusk Goblin family when they first met. They said:
"Oi! This rat's practically dead. Look at'is one-paw."
His previous name is forgotten even to him.

Age:
Twenty
Gender:
Male
Description/Picture:
Standing at a rather meek 5'0 with a hunch in his back, 'Iz stands up at only 5'2 when he straightens up. He has dark brown fur and skin with little fat on his bones. He tends to wear darker clothing, preferably a leather tunic with a black cloak and mask covering the lower portion of his face. He doesn't wear boots and a poorly cut hole in the back of his pants allows his tail to move freely.
Unlike the picture shows, and as his name implies, he only has one paw. This made things difficult as a child, though he adapted quickly. When he learned to channel magic, the first spell he learned was to create a shadowy hand in place of his own, though he only uses it whenever he needs the use of two hands. His left ear has two iron ear-rings.

~~~
Personality:
His biggest two personality traits are timid and curious. Curiosity normally gets the best of him over his timid nature, but if he doesn't have a chance to act first he normally hates any aggressive conflict. He's relatively friendly and likes those that are kind to him and is a bit too naive and loyal when he gets close to people. Whenever things get dicey, his self-perseverance kicks in. He is likely to run from a fight unless he is around those he knows and likes.
He has trouble grasping social standards and sayings, typically preferring to take things literally.

Skills:
Lock picking

Useful for breaking into tricky boxes! A skill he learned from one of his elder siblings as a child then got better at with his goblin 'family'.
Pick pocketing
A skill he learned in the company of the goblins once again. Normally used exclusively to rich people 'Iz doesn't like.
Stealth
A useful skill for a race as disliked as the Ratoaken. An even better skill for those in his profession.

Alchemy
Yet another skill he picked up from his goblin family. Only able to create weak poisons and healing salves.
Rat-Speak
Like the Ratoaken priests in the stories his father told his older siblings, 'Iz is able to communicate and talk with rats. Useful for getting information on an area or scouting ahead without putting himself in danger.

Backstory:
Born the runt of his litter and with only one paw, 'Iz was always hated by his family. The only kind act his family ever gave him was not killing him at birth. Forced to eat the scraps of his siblings and listen to tales from outside the small hobble-home. The other villagers in the small-mining compound weren't too much nicer either. Things weren't looking good at a young age, though things turned around when the green-skins came!

Most of the villagers were killed or taken off by the war raiders. His family either fled without him or died to the Orcish blades. He was small enough to hide within the thatching of a house, and luckily enough it didn't catch flames. Within the next day, the rest of the villagers left. Leaving only 'Iz, who naively stayed behind in hopes his family would return for him.

They never did, but within a few days a group of goblins came. About twenty strong with dark grey skin instead of green, the goblins initially wanted to eat him. They taunted him for his size and missing hand, though 'Iz mistook that for them giving him a name. When he showed them what little magic he could muster, they were enthralled with him. 'Iz was taken back to their leader, Plezeek the Great. This Plezeek was also a spellcaster, which he taught 'Iz the shadow magic he knows today. He lived for the next few years with Plezeek as a mentor. He was taught how to steal, fire a bow, make simple poisons, and how to better pick a lock. Perhaps the most important lesson he was taught was that 'the dead don't need belongings.'
When he was deemed stealthy enough, he was sent into towns where he'd steal from wealthy inn keepers and traders before bringing it back for the clan. One time when sneaking into a Dwarven compound, he was nearly caught but managed to escape. When he returned to where his goblin family had set up camp, they were gone. There was signs of a battle, and a few corpses, but it seemed they were driven off.

Unable to find them, 'Iz set off on his own. He sticks to human cities and prefers to only steal from graveyards, as he was recently taught by an elven lady that 'stealing from people are wrong.'. The lady was nice enough to let him keep the bread, so he listened to her advice. He overheard of a festival in the city Crownfield and quickly traveled hopping maybe he could find his goblin family. Or at the very least Crownfield would have a nice graveyard for him to dig through.


Magic:
Shadow Casting
The ability to manipulate and strengthen shadows. His most common ability is to create a shadowy second hand for himself, which allows his to preform tasks better. When he needs to be sneaky, he will cover himself with shadows that ordinary lights have a hard time piercing.
Rat-Speak
Like the Ratoaken priests in the stories his father told his older siblings, 'Iz is able to communicate and talk with rats. Useful for getting information on an area or scouting ahead without putting himself in danger.

Inventory:
Partially Repaired Long Bow (with iron arrows)

Two Dull Daggers
Rope with Hook
Lockpicks (2)
Mortar and Pestle
Weak Poison Vial (3)
Foldable Dwarven Shovel

Other:
Can speak both Ratoaken and Goblin, though can write neither.
Hates cats