Legend of Renalta 2: Reborn

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  • Name: Naream Baenre
    Age: 211
    Race: Drow
    Sex: Male
    Homeland: The Underdark
    History:
    Once a apprentice to his uncle Harrad Baenre a Arch Mage of the Drow and a master of Necromancy, thanks to him owning a particular potent and very dangerous Necromantic Tome, the envy of a great many necromancers who have even heard mere rumors of it, so naturally Naream wanted to claim the tome for himself... that and the rather menial tasks his uncle set him out to do... clean his uncle's robes, clean out the privy and for some reason sing to him when he was sick was making Naream to just want to stab the old bastard. So when Harrad attempted to murder Kouri the 'loyal' apprentice that he was saw his chance and stabbed his master literally in the back a number of times. Taking his amulet and was about to take the Necromantic Tome when Harrad, a spark of life remaining, smirked at his apprentice, murmuring that he was proud of such a excellent betrayal, before hurling Naream to his extra-planar laboratory, leaving the tome behind.

    He spend years in that hell-hole, figuring a way to return and when he did he learned that the tome had been taken, to Renalta to be exact in safekeeping with a certain archmage. That tome was his legacy, his inheritance and he would be damned if it would rot away while it was in the hands of someone who would not use it, figuring that Kouri owed him for his service of foiling his former master's plans he made his way to Renalta, meeting old acquaintances along the way...

    Motivation: He wants the grand Necromantic Tome which belonged to his master and unlike that foolish Harrad, use it's power to become a powerful lich mage and perhaps, if he feels like it, help fighting off the invading demon hosts.

    Equipment List
    Black Wizard Robes
    Gray Wizard Robes
    Travelling Clothes
    Cloak with Hood
    Bone Walking/Quarter Staff
    Ritual Dagger
    Medical Tools
    Food Rations
    Waterskin
    Wineskin
    Spell Tome

  • General Traits
    Trait 1, Raw Talent: After a few (or perhaps several) failed attempts at magic, you suddenly found yourself able to bring a raw spark of power to life in your hands. After being awed by it, you found that you could consistently control and contort this power to your will. You could conjure subtle things, flashes of light or wreathing your hands in fire. (Basics of casting magic power-wise.).
    Trait 2 II, Apprentice/Wizened: Combined with Raw Talent, you've learned how to harness that raw magical power into a consistent train of thought. Through studying a few tomes and, possible, learning from the Mage's Guild, you've focused yourself onto a single school of magic. This will help focus your power into something consistent and tangible, but it's only the beginning... (Basics of understanding magic. Two schools of magic unlocked, as well as 'Stealth Magic/Casting'.) Necromancy, Golemancy.
    Trait 3, Fortitude: Whether or not you are a mage, you can learn how to defend yourself from one, and that is just what you decided to do. After all, how else are you supposed to save the world if you can be cooked in a fireball by a pissed off mage? (Basics of resisting magical spells. NOTE: This is all magic--good, bad, and neutral!).
    Trait 4, Awakened Meditation: Through great discipline you have figured out how to tap into the natural magic in the air all around you. It will still take time and practice to master, but nonetheless, this has increased the amount of spells you can cast before you fatigue yourself, and increased the rate at which you regain your energy to cast more spells. (Basics of increasing your magic limitations, and recovery speed from casting magical spells.).

    Unique Traits
    Trait 1, Lich Transformation II, his greatest aspiration is to become a powerful lich, to that end he has already been experimenting with some measure of transformation to become the greatest achievement a necromancer can aspire to.
    Current transformations:
    *Naream has transformed his lower right arm, the flesh and muscles were removed with ritual care until all that remained was bone, they still work as if the muscles were still there but in addition he can infuse it with necromantic energy which will wither organic tissue and have it decay within seconds with prolonged contact.
    *Phylactery Focus, to achieve his goal to become a powerful necromancer and lich Naream needs to one day shed his mortal life to become undead, but with his sentience and free will intact, to that end he has finally managed to select the item that will be the focus of his lifeforce, his soul and he is slowly storing his essence into it as his time as a Queens Blade passes. (No game effect per so but required, in my view, for the eventual lich transformation)
    Trait 2, Extra Planar Amulet, taken from his uncle's corpse after repeatedly stabbing it in the back, this amulet allowed Harrad to teleport from the mortal coil to his extra-planar laboratory where he toiled on undead abomiantions, wights, etc. Naream seems to be able to use it to go there at will, at least when he is not under stress of battle so it is not a escape method, however... it's halls and many rooms are filled to the brim with perfectly preserved skeletons and corpses of various races and beasts... now if one had a certain Necromantic Tome with the right spells... one could raise a rather sizable undead host with these materials...
    Trait 3, Soul Gems, normally ordinary gems or crystals but thanks to a necromantic spell of his own devising Naream is able to fill these gems and crystals with the souls living creatures that have died, be it beast or man but with a slight twist. Unlike the soul stones powering the more powerful necromantic constructs, like wights and such, these soul gems Naream can use to recharge his power if he is running low or use them to boost one of his spells.

    Achievements:
    --Minion Master: You're a craven fellow, but your knowledge of how to command magically created entities is growing. (You know your thresholds: 5 Skeletons, 15 maximum in one mission. They have upkeep: To keep them going past a combat scenario is taxing on you. Skeletons now have a small chance of having randomly assigned GM bonuses.)
    --Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)

  • Romance: Makes for interesting rping opportunities... that and potentially sacrificing those you love for some decent necromantic rituals so by all means....
    Does the Kouri Plushie exist?: Witnessed it so yes it does.... or is the plushie a lie and therefore life itself?

    Signature: *lets a chorus of ritual sacrifices chant in banshee screams* Sarzu agrees with all what might lie in store.
 
This is my spot for my CS. There are others like it, but this one's mine.
Biographical Section

Name: Elrbetrt Westfeld
Age: 20
Race: Humen
Sex: grill
Appearance:She is of average height of 5'7", with a thin figure. Her eyes are of a silver color, complementing her shoulder length locks of pale blonde hair. Her skin are pale as well, lending her the looks of an apparition. However, most would ever see her in full armor, regardless of where she was, as it was her mother's wish she does so when outside the house. Perhaps her mother does not want her to be tanned brown by the sun.
Homeland: Kingdom of Liveria: Liveria is a single city-state with self-sustaining farmlands. They are isolationist in nature and their ruler, Crown-Prince Xavier, rejected the idea of folding into the greater Renaltan kingdom due to conflicting ideologies. Where Liveria wants to be left alone, Renalta wants to swing open its doors. This has led to some friction between the two kingdoms at points, with Liveria claiming total control over the only coastline Renalta could feasible use.
Liveria is small but determined, and their people tend to be either commoners who work for the rich, or the rich who pay tariffs and taxes to the royalty, whom in turn use said taxes and tariffs to ensure their isolationism remains intact.
Unlike Renalta's open city architecture, Liveria as a city holds are more gothic architecture, with stone gargoyles and dark stone used in construction one could almost be forgiven for confusing the keep for a citadel of engineering genius. Almost.

History: Born of the Westfeld family, her silver eyes and blindness marked her as special within her family. Those who were born with silver eyes were regarded as a good omen and as a symbol of fortune or good luck in her family, and she was treated as such, being doted on constantly. Her parents were elated to have such a child and lavished much of their attention to her. Her brothers were mostly taken in by such frail looking younger sister, and dotes on her whenever they had the chance. As such she was taught early on how a lady should act, alongside with more academic lessons such as writing, reading, and other things such as simple maths.

However, she was born of a family of traditional knights, thus she too was taught how to ride a horse early. and some swordsmanship, though it was mostly how to hold and swing a sword properly. It was not as if the pale flower of the family would be sent to the front lines in any battle soon. Or so they thought.

There came whispers of daemons and other fel beasts gathering, and where most dismissed them as rumours, a product of mere peasants flapping their gums, the Westfelds sought truth. As a family of knights, of those who uphold honor, justice and the light, her brothers marched to battle the instant they found traces of the demons' influences. At first her brothers marched, taking with them some of the guards at the mansion, and a few militias who felt strongly about the matter. And when her youngest older brother returned gravely hurt, her father donned his armor once more, bringing with him the elite guards of the house.

And she was left alone.

It was hard, having to wait in the pristine mansion, where life continued as it had, even as her brothers and father fought in gods know where with some daemonic hellspawn of unknown description. Finally, after tending to her unconscious brother, and after consulting her aging mother, she finally decided to ride to battle herself, and help end the fight against those foul creatures. For sure, if those demons and beasts were beaten back into whence they came, her brothers and father would not need to fight, and thus return home safely and unharmed.

There was a slight problem however, for none of the armors in the armory was made to fit her, and a new one would take a while to make. Then there was an issue of outfitting herself with proper weapons, equipments, clothings, and the likes. Thus, as her faithful servants scurried to prepare for her journey, she took aside the instructor for her brothers and asked him to teach her more. And after a month of preparation and training, she was finally able to set out on her journey.

However, she was followed by her maid, who insisted she be allowed to follow her lady or be killed on the spot. While the maid sports a sword of her own, plus some armor with a tabard with the family sigil, she was mostly there to assist the lady in more common or mundane tasks. After quite a while roaming about, Elr finally heard of the Queen's Blade, and sought join it.

Motivation: The battle must end, and my family return whole. Then my life shall be as it was.

Traits & Equipment

Your character has two facets to how they function in the world. The first is their general traits, the list of which you can find in this post, under chapter 3. The second is their two unique traits: These are ones you design. You can make them scalable, passive, active, or otherwise--it's entirely up to you. Just remember that you can grow unique traits over time, so you don't have to overpower them to begin with! You also get more of them as time goes on.

General Traits
  • Heavy Hitter
  • Defender II
  • Charger II
  • Adrenaline IV

(You may also select one trait to upgrade from the beginning. The GM will provide you with the upgrade after you've selected it.)


Unique Traits
  • We of the Westfeld - The Westfeld family are traditionally a family of knights with a long history, having fought in many a battle, large or small. Aside from the usual expertise of horseback combat from such a family, they are also healthier and stronger than the average commoner. Perhaps its the fine food?
    -> We of the Westfelds II

    Family traits manifest, their strength and will inherited, rendering her own strength enhanced tempered through experience. But most importantly, her riding instincts are improved, being one with her mount. (Strength up, extra bonuses on mounts.)
    --> We of the Westfelds III
    Hereditary traits taken further with trainers and experience, her battle instincts were improved, and thus her ability in recognizing what sort of blows can be blocked safely, and how to block it. Her riding skills are improved to the point she could ride anything provided it could carry her, and it was not a fantastical, mythological, divine, unnatural, or otherwise not ordinary mundane creatures. (Instincts(?) up, bonuses on mount, ride the tiger)
  • Sightless Mind II - Born blind, her other senses becomes her sight. Smell, hearing, the way the wind touches her skin, all of them help in some way to paint a picture of the surrounding for her. By now her senses have become sharper, being able to identify and distinguish a multitude of things, though after a certain range even her sharp senses would not be able to pick it up.
    ->Sightless Mind III

    By now her senses borders almost beyond natural and to the supernatural. At a close enough range, she could hear a person's heart beating, smell what he had for last supper, notice his jacket had a faint smell of smoke, and perhaps which perfume he prefers, should he have any. On a more practical use, Elrbetrt had noticed she could accurately place where an object was or person was placed simply by paying attention to how sounds sound. (tldr; Echolocation, plus sharpie senses up.)
  • She of the Silver Eyes - Those born with silver eyes were almost always regarded as an omen of good luck, and bringers of good fortune. While most of the story were just old wives' tales, she does have a mild resistance to evil. Though this does tend to draw evil to her sometimes. And no, she had not seen this fictional plushie.

(You may also select one trait to upgrade from the beginning. You get to decide what those upgrades entail, since this is a trait made to make your character unique and individualized--truly yours.)

Equipment List

Has Angel Blood in a vial attached to a chain around her neck.

Her armor consists of a full plate armor under a dark blue tabard with her family crest on it. Her helm is a bit differently designed, having no openings for eyes, and instead having a solid faceplate to lower or raise.

Her large kite shield follows the same design, though it is emblazoned with a gold raven gripping a lance over a dark blue background.

Her sword is a long and thick rectangular piece of metal with both sides sharpened, something one of her ancestors decided to adopt as the family's weapon of choice after fighting a foreigner in a duel. Called a khanda, her sword had an engraving of a rune on each side of the ebony blade, the maker's mark.

A horse, clad in chainmail, burdened with bags containing her possessions and provisions, and a mount on the side to hold a lance.

Personal Section

Romance:Yes. As long as the partner is not slimy, squishy and or have more than 4 limbs. Actually, if they do have tentacles, at least have the decency to take her out to dinner first.

Does the Kouri Plushie exist?: I deny its existence, three times.

Signature: Greengoat Fubuki
 
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Aslo[tabs][tab= History & Motivation]

Age: 34
Race: Human
Sex: Male
Homeland: Freeholds

History:

Years ago in Southblood, a slave auction was held. In line to be sold was a wonderful young woman very recently acquired. In attendance was her former husband bidding for her freedom against another. The Fates spat in the man's face and a riot broke out caused by some force unknown to the man. His competitor fled the scene, but too much time was lost and as the building came crashing down the wife lay dead. It was that day that Aslo as men amd women know him was born. After suffering through the grief of his lover's death Aslo vowed revenge on those responsible.

He started with the highborn who had been bidding against him. After that had been taken care of he found himself picking at rumors, and with little to no coin. He found people were very willing to pay people to have others disappear, and from there things evolved naturally. Aslo picked up more and more work as an assassin that he regrettably forgot about revenge. Until recently of course. Rumors had once again been circulating concerning the events of that particular slave auction, and those rumors eventually led him to Renalta.

Motivation:
Have his revenge enacted on those responsible for the death of his wife. He joined the blades to make use of their considerable resources to discover the identities of whoever instigated that riot. He also agrees with a great many of the ideals held by the Queen herself, and he would like to be a part of the solution to the problem the world is facing.
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[tab=Traits & Achievements]
General Traits
Acrobatic

You understand the basics of climbing ropes, ascending walls, jumping across rooftops, and rolling when you hit the ground. On the other hand, you've only really grasped the basics of it, so jumping a twenty foot chasm while being shot at is not recommended. (Basics of acrobatics: Climbing, falling gracefully, etc.)
Free Runner (Rank 2)

Rolling, ducking, jumping, sliding, sweeping, edging--all of these things and more are things you are seasoned at doing. Having obtained peak conditioning, anything beyond this is unnatural... (The environment can no longer be factored negatively against your character--fighting atop a steep slope is the same as fighting on a flat grassy plane, save any advantages. Atop this, your character's acrobatic abilities are at their natural peak: There are few places you cannot reach.)
Rapid Blows

Sometimes, it's just better to hit something several times in quick succession, instead of trying to hit something really, really hard, and you understand this. Though you aren't too good at hitting specifically vital points with it yet, or keeping it up for very long. In the case of ranged weapons, one takes a hit to accuracy in exchange for increased fire rate. (Basics of attacking rapidly in an effective manner.)
Sharp

You've started to notice how certain people stand, and how others try to keep certain parts of themselves out of harm's way, or try to cover up certain not-so-good looking pieces of armour. Given more time, you could manifest this into a real talent for assassinating even the most armoured of targets. (Basics of weakness-finding and lie detecting.)
Investigator (Rank 2)

Where others might struggle to put the clues together, this character's eyes have grown used to looking for the out of place or abnormal. Chinks in the defenses are easier to locate, and things that aren't natural or off-kilter and relevant to your character's curiosity are easier to detect and find. (Increases chances of finding out of place things and detecting weaknesses in armour. There is a chance that your character will suddenly have a realization about something they didn't understand before (GM assistance).)
Endurance Training

After training out in the field for hours and hours on ending, you have come to realize the value of being able to simply last longer than your opponent. This translates into taking a couple more hits before you will go down, and having a higher tolerance to pain... Though, getting hit still hurts, quite a bit actually, and you're no god. (Basics of taking more damage and resisting pain-related negative effects.)
Take em' (Rank 2)

You've upgraded from practising against target dummies to practising against living targets, sparring partners. Back and forth for hours, you've learned the harsh lesson that victory goes not necessarily to the person who hits the hardest, but the one who remains standing when all is said and done. (Blows which would normally daze or momentarily stun have a chance to be negated entirely.)
Charger

Something a lot of people don't seem to realize is that the more muscles you have, the faster you are. Sure, perhaps not dexterous, but certainly faster. While you have only begun to learn the true meaning of land speed and would still be caught and killed by a tiger, you are capable of a short distance charge that can knock opponents down and catch the unwary by surprise. (Basics of dashing quickly and charging into opponents.)
Fortitude

Whether or not you are a mage, you can learn how to defend yourself from one, and that is just what you decided to do. After all, how else are you supposed to save the world if you can be cooked in a fireball by a pissed off mage? (Basics of resisting magical spells. NOTE: This is all magic--good, bad, and neutral!)

Achievements
Counter Strike

You've found that dueling is more effective when you use your dexterity to attack something after it has attempted to hit you. (Minor bonus to hit chance and armour penetration, if countering an attack with another attack.)
Lucky

You took a guess, and it turned out correct... (Minor bonus to random actions, especially if they take luck.)
Teamwork I

You work well with others, and are growing accustomed to doing so. You have a greater chance of success in any action if you perform it with an ally, rather than alone. (Minor bonus to anything when done with a compatriot, to a reasonable degree.)
Skeever's Revenge

The story behind this artifact--retrieved from the tomb's ruins--is that a rat-like, hunched over wizard was constantly mocked for his poverty. One day, he got revenge against the children who mocked him by creating a magical bag that could unleash a small army of man-devouring rats on hapless victims. Nobody laughed at Skeever, ever again. (You now have a magical artifact that can unleash a small army of rats, sufficient that you could fill a bedroom with them. Rats slain will slowly be replenished over time within the bag. The Mage's Guild politely requests you don't open the bag near children, as the rats seem to have an uncanny desire to feast upon the weak first.)

Unique Traits
Eyes and Ears

In Southblood Aslo was a man who always seemed to know who people were and what they were doing. He has keen ears and an extensive network of friends with loose lips, this allows him to be well informed on news that others may not have heard.
Ominous Reputation (Rank 2)

Word has spread through several criminal organizations, if there's something you need done there's one man to contact that you can be sure will come through. That man of course is Aslo, and in the shady circles of the realm his name is well trusted, and feared. (Beings that deal with criminal organizations are likely to be intimidated if Aslo's name is mentioned. Crime bosses will more frequently contact him with jobs)
Bad men don't deserve happy endings

Through extensive use and practice, Also has taught himself, and learned from others, the properties and functions of a wide variety of natural poisons. He can recognize their effects through investigation and has built enough tolerance to endure small doses of most.
Longer lives and darker endings (Rank 2)

Aslo now has a better understanding of potion doses when considering the size of the target and an idea of incredibly lethal combinations of potions. Gains the ability to carry another potion with him. A powerful solvent that can cause temporary headaches and blurred vision.
Lost in the shadows

Aslo is deceptively difficult to track in a crowd or even through shadows. Whether it's a makeshift disguise he dawns on the fly, or a literal disappearing act learned from an illusionist is unclear, however the fact remains that unless Also wants you to follow him, you won't.
Cross "T"s, Dot "I"s

Sometimes in the field of work in which Aslo works there is a requirement for orders or documents that need official seals or signatures. In his years of work Aslo has developed a keen skill for forging these things if he's seen it often enough, or if it isn't too complex. (Basics of forging documents and signatures)
Creative

A wise man once said that anything can be a weapon if you're holding it right, this saying holds true where Aslo is concerned. Whether it's a splintered piece of lumber, or an actual weapon that he's never used Aslo will find a way to make it work.

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-- Roughspun Clothing (Freeholds)
-- Falcon named Kira, used as a messenger, forward scout, and is capable of catching small prey
-- Sleep tonic, may sometimes lace his weapons with this (Special)
-- Smoke grenade type device filled with a powerful solvent that when inhaled will cause substantial headaches and blurred vision (Special)
-- 2 Simple knives, one for the throwing and the other for cutting
-- Modestly decorated one handed sword
-- Skeever Bag (Unique Artifact)

Requisitioned Items

-- Magic-Breaker

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Personal Section​
Romance: Who wants to die alone? No one. That's who.

Does the Kouri Plushie exist?: Yup.

Signature: Orion
 
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Added the following to the Library

LORE


Legends say that the first of the Vampires were made over ten thousand years ago. Six people, including Malaki, Diana, and Garroth, captured a powerful creature known as a Vampyr. Performing an intricate ritual, they took the Vampyr's powers for their own, and in doing so, became the first vampires, known as Pure Bloods.

The Second Era is when they were most prominent. Having grown their numbers and with the fall of the Imperium, there are many folk tales of Vampires taking control of entire villages, or slaying many leaders of this militia or that army. Many of them are likely true, though exaggerated. Regardless, eventually, the intrinsic greed and lust found in nearly every Vampire spelled their downfall as even the Pure Bloods turned on one another, with Malaki slaying two of them and a third being slain by a large force of mortals. Diana fled and secluded from the Mortal World, Garroth went far, far to the south, to mysterious lands still yet unmapped. Malaki himself continued raiding for a while, before secluding himself with the rise of the new Renalta.

Of the three remaining vampire pure bloods, they are categorized into three broods: Malaki, Diana, and Garroth. Malaki's Brood is known for being violent, being granted increased strength and becoming more deadly as they become more wounded. Diana's Brood is known for their ability to entrance mortals with magic and beauty, and for having brief but incredible bursts of agility. The last of the three, Garroth's Brood, is known for their natural talents with magic, and their ability to take possession over the undead like Necromancers can, though strangely, instinctively, other vampires and lycanthropes don't trust them, with lycanthropes even feeling murderous towards them.

CHARACTERS

Age: Twenty Eight. (1,028 if you want to get picky and count the years she was frozen in time.)
Sex: Female.
Sexuality: Bisexual.
Appearance: Often described as beautiful and noble, with long blue hair down to the mid-point of her back and a pair of blue eyes that reflect kindness and understanding. Seen in many royal dresses though most are fairly plain and uniform in colouration, ranging from blues to reds. An everlasting mark of her travels is her pale skin, which while it still looks healthy, is noticeable from time to time.

On her finger is a silver ring, quaint and befitting more of a commoner than a noble, signifying her marriage to Alexandria.
Known Biography: Born a princess of the first Kingdom of Renalta, she was the middle child of three sisters. Her father and mother ruled the kingdom with benevolence, and this same benevolence was passed down onto her through their teachings. Originally set to be the kingdom's head priestess, her older sister, Myria, the inheritor to the throne, vanished one night without a trace. This left Kouri to become the Kingdom's Queen instead.

Legends say she was extraordinarily beautiful even then, and most of those legends have proven true to the modern day. There are also legends that she had met the Pure Blood, Diana, and that she had turned down many knights and even a few charming rogues. In fact, there are many legends about her, many of which have proven untrue over the years, though the ones about her blue hair turned out to be true, at least.

Upon turning eighteen, the age for marriage of royalty, the Heavens sent forth a young archangel named Typhon, who asked for her hand in marriage. Legends say he was utterly infatuated with her, and expected the answer to be a yes for the chance at immortality, and for her to be with someone as powerful as him. When turned down, he left in a fit of rage. Worried for her health, her parents sent her off with a group of mages and King's Rangers to a nearby area, where they artificially created a pond and used magic to make it nearly impossible to find for anyone who did not know where it was.

Their concerns proved true when her kingdom was burned to the ground that very night. Being rushed in secret to the hideaway, she was frozen in time, the mages being expected to return some time later to bring her back so that they could find a way to remove the Gods and restore the Kingdom. Only, Renalta's mages were each hunted down and slain, as were most of the King's Rangers. Only a few King's Rangers were left behind to watch over her resting place and ensure her safety. Over time, she became nothing more than the legend of a princess who defied the Gods, and paid the ultimate price for it.

A thousand years passed until the magical spells keeping her safe deteriorated to such a degree that she freed herself using her own magic. A few, curious and drawn to the place either by fate or by random chance, happened upon her. Taking her comrades she travelled through the lands of Renalta, across the dangerous mountain border between the two kingdoms which held potent magics degrading with time into death traps. In this place, she was kidnapped and tortured by a necromancer who wanted to use her body for eternal life. She was rescued just in time by Alexandria, Dean, and others who had grown loyal to her cause, but this left her weakened and scarred by magic, her pale skin is a permanent reminder of that.

Past that she slipped through Rheinfeld, though there were casualties they managed to get through. It was here, in the religious epicenter of the world, that Kouri discovered that her older sister had become an Archangel of the Heavens, either a fantastic ally, or a deadly enemy. Later, it proved to be the former, not the latter. They arrived in a burning harbour town being raided by Malaki and his minions, and barely managed to escape to safety on a pirate ship. They managed to convince the pirates to take them to the Free Holds.

Crossing the Blood Sea to the Free Holds, an assassination attempt was made on her life by a man corrupted by an Archangel. It nearly succeeded, though the assassin was valiantly stopped before he could finish the job, ultimately dying of his wounds, given to him by Dean and Alexandria. While recovering from her wounds she finally fell for Alexandria, and the two happily began a relationship, which ultimately ended in marriage soon after arriving in the Free Holds.

In the Free Holds the ship dropped them off at Southblood. There, she met the powerful and enigmatic Sarah Darkhammer, who Malaki's right hand man, as well as the Crescent Moon sisters, a trio (now a duo) of some of the world's best assassins. There, she begrudgingly agreed to assist Sarah Darkhammer in assassinating the local hold's Warlord. One of her comrades, Mikan, was kidnapped and being sold as a slave by the hold as well. Engaging in a daring assassination/rescue mission, she succeeded in slaying the warlord and in rescuing Mikan.

Gaining a map and the tools necessary to make the final leg of her journey, she and her comrades were finally ambushed by a pair of angels sent to look for them and slay the princess of legend. The ensuing battle was hard fought, but ultimately won, thanks to the ingeniousness of Xixis, who later became the Emperor of the Goblin Holds. Soon after this, between exhaustion and an incoming sandstorm, they were forced into some caverns. There, some of her allies were possessed. She was as well, temporarily, though her possessors let her go as part of the clever negotiation tactics of Alexandria and Xixis.

Later, it was revealed to her that her friends were being held to ensure that they would help the ghosts slay a lich keeping them in a several thousand year long "paradise" from which they could not escape. Her group was split in due to a cave-in. Suspicious of those holding her friends for ransom, she ultimately defected to the Lich's side after Dean convinced her of the righteous cause of the Lich. Her friends were freed by the Lich, who later became the Eternal Empress of the new Imperium. In defeating the Gods, they would also now be freeing ten thousand souls and the Lich to start their lives anew.

With the lives of thousands riding on their shoulders, and the freedom of the entire mortal world, she had finally arrived with her comrades to a forsaken, isolated land of ice and snow. Here, the final battle began, and while casualties were taken, she managed to pierce to the heart of an indestructible temple and banished the Gods. Just as she succeeded however, Archangel Typhon slew her with his blade. Being outnumbered and disconnected from his source of power, he fled before retribution could be had.

Archangel Myria, who had defected to their side in the chaos, sacrificed her immortality to restore the life of her younger sister. Kouri, as well as the others of her group, learned that some parts of the Heavens had fought against the tyrannical overlords in charge and had likely sacrificed themselves to give her the chance to banish them all from the Mortal World. Realizing that nothing in the world was truly black and white from that point forward, she returned to her homelands, and with the assistance of the Mage's Guild and many other factions, rebuilt the entire capital and kingdom in all its splendour.

There, she restored the King's Rangers, created the Queen's Blades, became pregnant with and gave birth to two heirs (twins) to the throne, and formalized her marriage with Alexandria. When her kingdom was fully restored, she began the work to try and unite the world against the impending threat of an invasion by the Nine Hells. Met with a fractured world of bitter politicians and religious upheaval, she placed the fate of the world in the Queen's Blades, and now does everything in her power to try and ensure that the world will stand together in the face of the apocalypse.

This woman is perhaps the most influential woman of all time, being indirectly responsible for the rise of Taigyn to power in the Templar Order, the rise of the Goblin Holds and their leader Emperor Xixis, the rise of the New Imperium and their leader the Eternal Empress, the destabilization of both of the world's reigning superpowers (Rheinfeld and the Free Holds), the banishment of the Gods, the rise of the Mage's Guild to becoming a prominent faction across the entirety of the known world, the seclusion of Malaki Duralus from world politics, and the creation of the station which you now occupy.

Keep that in mind, Queen's Blade. You likely owe this woman your life and your right to criticize her however you feel is appropriate.

Known Abilities/Training/Facts
  • Incredible pyromancer capable of putting out entire forest fires, or starting them.
  • Trained in the usage of a single blade, and often uses the long sword, but this is not her main weapon of choice.
  • A politician well versed in many cultures, who uses charisma and well reasoned arguments well.
  • She has many friends in places both high and low, both good and evil. As a result, she's extremely well protected from assassins and others of the like so long as she remains near the capital. This also translates to a lot of favours she can pull, though mostly within her own kingdom.
  • Public opinion of this person is extremely favourable. It'd be hard to find someone who has both heard of this woman and does not in some way respect or even outright revere her. A woman with a reputation for caring about and listening to her people, who also somehow manages to strike a balance and be a cultured, refined woman around the nobility. The only factions that can even show a distaste for her are ones she's stood against directly at one point or another, or those in the more conservative circles of the nobility who disdain her marriage to another woman. Still, most of them respect her, though they may not share this respect for Alexandria.

@Hellis: Approved.

@Maxim: Technically unfinished due to bio, but I already know the original bio, so, approved[/b].

@Andrea: Both approved.

@Alphakoka: Laenaia approved.

Flash Step: Diana's Brood are sometimes known for their ability to move quickly from one place to another "in a flash". This allows the character to move several feet over one to two seconds, becoming a rapid blur. On the other side they feel a little dizzy, and attempting to attack moments after coming out of a Flash Step is especially difficult to pull off.

@LimeyPanda: Approved on the first one, second character I need to think about.

@Tempest: Both Approved, obviously.

@Herzinth: rip Thailen. Approved.

@Jorick: Approved: Kasim and Zin.

@Atlas Child: Approved.

@Kestrel: Approved.

@Sarzu: Approved.
 
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Get my stuff up soon. Might need sleep before hand. Tiiired
 
Kouri has heirs? Huh, didn't know that.
 
Two. She's just smart enough to keep them out of politics and danger.
"Hey kids, let's go kill a dragon. Don't let your mom know."
 
Also, biology would force some likely uncomfortable questions about the legitimacy of Her and Alex's relationship.

Nah they got that covered. People know she has kids it just doesn't come up often in the face of the impending apocalypse.
 
We can throw the violent and purging revolution after the whole apocalypse thing gets sorted out.
 
Updated my Character Sheet. Added some back-up characters for the years—if I'm lucky—to come.

The main CS is up to date on important things, but there are some things I'll be adding/filling in when I get more time, namely an expanded biography for personal use and a more complete equipment list, especially pertaining to the current mission.
 
Aëyr is approved.

Elrbetrt Westfeld is approved.

That brings us to 15 characters.

IC going up Friday Evening.
 
Biographical Section

Name: Draza Zorya
Age: 37
Race: Sprite
Sex: Female
Appearance: Standing at a whopping one and (just under) a half feet tall, Draza is petite in most senses, but not all. She's got a big heart, and a little plumpness from all the party cake she enjoys with others. Her face is freckled and her blue eyes shine with a preternatural joy. She almost has a visible aura of joy and compassion, and her posture when talking to big people screams of spunk. Her hair is blond, and usually braided in an almost formal manner, due to years serving as a courtier and then as nearly a full diplomat in her own right making it a habit by now.

She's usually dressed in very utilitarian dresses, arranging a party involves movement, and she doesn't want to be too restricted in her movements. But when she's not set to work in the kitchen or hanging streamers or arranging flowers, her other set of dresses are more elegant, with light and flowing floral designs. Usually she has a purse book of recipes hanging on a strap either over her shoulder, or around her waist, with one of her many lutes always on hand. While dressed more utilitarian, she has a backpack that keeps a variety of long lasting treats. Just because she has to go on long treks, doesn't mean she can't still make sure those around her eat well and are merry.
Homeland: The Rheinfeld Republic (nerts to that kingdom!)

History:
You know, some would say that the world is a dark, or even dreary place. Not Draza! In her eyes, the world is getting better every day.

When she was but a young sprite, she was taught the ways of Lada, the beautiful goddess of youth, merriment, and festivities. She grew up in a simple peasant village, that her family was new to migrate into for a few generations back from some of the lesser incorporated regions of the Kingdom. She was a bit picked on for her stature by the other kids, as they would grow taller than her, and here life gave her an opportunity to be glum. She refused it, knowing that the best way to win people was not with revenge, but by being their friend.

Working hard at school and in the fields, she realized she couldn't do the great tasks of strength needed to help, but there was something she could do that was a blessing for others regardless. She could sing, she could dance. She picked up a lute, and would sing, dance, and play, brightening the days of those around her, and they worked harder, they worked longer, and it was less of a chore. At school she began to make friends, and began to be invited to most parties for her merrymaking.

But that was not all that she would do, when others were troubled, she'd approach them, and listen to their problems, learning about them and their confidence, and she'd tailor entire events to make them feel better. She knew she couldn't make everyone happy immediately, and sometimes her joyous intrusions had to wait due to tact. It was interesting learning when to be a solace, and when to be a surprise, and learning how to bake so many cakes and pies and desserts like you'd never know!

As her skills grew with age, she began to work as the head baker of her home, Inerinich. She began to serve those who lived there and was the go to girl for festivities, and her connections to brewers and farmers made sure that her parties were always home-grown affairs. One day, a travelling band of crusaders made their rest at her home, and she treated them all nicely and made sure they were rested and made happy! So grateful for her efforts, they invited her to go with them on their journeys, as their personal aid and chef. Very much so flattered, she accepted when it was mentioned that if she travelled with them, she could also help those that they visited.

Her ability to make quick friends was indispensable during her travels, as she always wanted to make sure the best was brought to bear for her get-togethers. She began to learn a little bit of mundane medicine skills at this time as well, helping treat the wounds to the best of her ability. She was almost the mascot for the group. After their stint on the frontlines, the group was assigned to be transferred to a new station, and before they could even arrive there, new orders came through. The entire group was being split up, some going to new chapters and others getting an honourable discharge. Draza and the others were dearly heartbroken. She did her best to hold their colours high when they went to a place she couldn't believe she had the honour of seeing in person, the capital, Heiligen Stuhl! It was for their last time together, and there were many tearful goodbyes to be had, as they were given their new orders, and ceremonies were held for the older members who were to retire. She arranged things for a final party for them all. Little did she know how much attention her festival would catch.

After the specially wondrous party she helped put into motion for the clergy and visiting dignitaries, and a farewell to her templar group, she was given an offer, to become under the employ of the government there! So it came that she was courtier among the Papacy, a helper with planning of parties and festivities for foreign parties, to make them feel happy, and more at home, so renowned were her skills at merriment, both the orchestrating, and the execution. She'd have been a travelling minstrel if she could, share the joy, but she felt that it was more important to help the nation appease dignitaries. The smile on the face of a child was priceless, but the smile on the face of a noble child could mean a lucrative trade agreement that puts smiles on many families as they have more to eat, and more to get toys and the like!

But everything changed when the gods were banished. Oddly enough, due to the particulars of her faith, she didn't see this as a bad thing, and knew it was in the best interests of mortals, for the brother in law to her patron goddess had decreed it as such so long ago! But when the Papacy began to lose the right to rule, and things began to get heavy, she felt she needed to take a leave of absence, as the Papacy was becoming more isolated from the people they were supposed to be helping as their sovereign. Making her escape due to a network of favours, she arrived back home to her family, and her old village home.

Things were changing so fast now, and she would first use all her skills at peace and love to make everyone in just her village be good and happy, but various others began to talk of a republic, for the good of all! Needless to say, she was immediately smitten by the idea, and went off to go and help this movement, fully joining the ranks of the Rheinfeld Republic! She was able to easily convince her homeland to join under their banner as well, and despite the chaos she was able to make quite the living trying to mitigate the issues of a poorly united leadership, or the sometimes lack of one.

During her early years with the Republic, one she was part of since near its birth, she worked at making sure people who wanted to join or move into the republic had an easier time moving in. There were many families, but one of them while in transit seemed a bit special to her, they were those who behaved a bit structured, reminiscent of her days with the templars and they had with them a young girl, aged 11, and soon to be 12. Seeing as they would still be within her region for that birthday, she wanted to give a dollop of sunshine to the girl. She approached her father about a surprise party, but he rejected it. Instead, she decided she'd do the best she could, and with a few favours, she got a special birthday cupcake baked up and delivered to her for her to wake up with. She doesn't know if the little girl ever got to see it, or if her father got to it first, but she likes to think she got it and was happy before she moved on to other parts of the Republic.

Continuing her work, she became more and more important to trying to keep things from falling apart, dealing with dignitaries who dared to brazenly grace the Republic instead of the Papacy… and it was around this time when things got a bit messy. The revolutionary nature of the republic meant that it sometimes had to do unsavoury things, and it had to work with criminals, people that she never really thought about working with before! Assassins, thugs, smugglers, and the like. But this was really no problem for Draza, she could make friends with anyone if she tried hard enough, and she could make the criminal underworld love her too if she wanted! She just needed to know what type of cake to bake…

As time went on, she began to forge all sorts of pleasant agreements with the newly needed branch of activities of the republic! Where others may keep ties through force of will and coin and fear, she did it strictly through pleasantries, parties, and fun. Even the most cold hearted assassin could open up to her after she found out what meal his mother used to make for him before she tragically passed, and she replicate it for him. The joyous tears and comforting hugs reminded her that deep down, everyone's still a person, and everyone still loves hugs.

Her services were invaluable to the Rheinfeld Republic, but she made it clear, if she could do more good for everyone, she would have to go. Her loyalties were to everyone, not just family, criminals, and countrymen! So when it came pass that the Kingdom of Renalta came to her of all people, asking her to join their cause, be part of the Queen's Blades, to help save the whole entire world? How on earth could she say no? It was sad to say goodbye to her mother and father again, and the weight of responsibility hung over her. She would do her best, or she would die trying.

Armed with a lute, a recipe book, her finest dresses, and a cheeky little smile, she heads off to save the world. She can't wait to see if her new friends like parties as much as she does.
Motivation: To make the world a better place. To see a smile on everyone's face.

Traits & Equipment

General Traits
  • --Acrobatic
  • --Slippery
  • --Sharp
  • ----Sharp2
  • ------Sharp3
  • --------Sharp4
  • ----------Sharp5
  • --Stealthy
  • ----Stealthy2
  • --Inspirational Speaker
  • --Bullshit Detector

Unique Traits
  • --Too Innocent To Kill; Draza, being so small and adorable and just so... harmless looking, is usually not a top priority for people in combat, if she's one at all. Those who are more 'omnicidal' or 'indiscriminate' in whom they want to kill or worse are not so won over, however.
  • ----Don't. Hurt. Draza.; Draza is too innocent to kill. But some people take this to the next level. When they see someone or something actually threatening her, they are inclined to go to her defense and perform more admirably at doing this as well due to the threat to her.
  • --Soothing Aura 2; There's just something about Draza, that makes it very difficult to be angry when near her. Aggression and malicious intent simmer down to being bothered, or more prankish than destructive. It's hard to get riled up around her, but definitely not impossible. Short fuses are just made a hell of a lot longer, and people just assume a bit better about motivations; less likely to be offended as well. Keep calm, and carry on. Specially when she's doing music. UPDATE: Amping this baby up.
  • ----Battle Preparedness Aura 2; Building off her soothing aura, this one is far more dangerous. It soothes, but it doesn't decrease violent actions, it hones it, but only for her allies. Because buffing enemies is dumb. Amping this baby up immediately!
  • --Obfuscating Stupidity; Draza knows that she's not really much of a threat in most eyes already, but she's clever enough to use that to her advantage. She's adept at taking action while appearing to have simply innocently or harmlessly stumbled into her success. Really, it's how she survived this long. She has been with roaming mage hunting Templars in the past, and criminal organizations and such.

Equipment List
A backpack full of toys and goodies.
First aid supplies.
A particularly well made toy of an ogre that she has taken to calling 'Gahrul'.
An assortment of dresses as appropriate for an assortment of cultures.
A sweet lute
A whistle to call her Templar Friends
A horse of course of course

Personal Section

Romance: Romance is fine, just remember she's, like, tiny. You did read her description, right?
Does the Kouri Plushie exist?: Only if you believe.

Signature: Elendra
 
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