This is the world of Nohldhiem, an old world, a world of conquest and war. The land is split into various factions, kingdoms, empires, and nations. Nohldhiem is home to many races, some are allies, and some are bitter rivals. For centuries war has been an ever present concern. Peace, true peace has become little more than a fairy tail to these people. Everyone has become complaisant with how life is. Those that made their alliances know but a shred of peace, those that have not know nothing but constant struggle. Life however has a funny way of changing on a whim, and at the moment people least expect it. Ten years ago an event occurred, and every year since the event continues. This event was named the Calling, and it shook Nohldhiem to its senses. The Calling first appeared before a human city. A vast black thunderstorm brood overhead and seemingly out of nowhere. A dense fog spewed forth to cover the city. Black clouds and a torrent of rain blotted out the sun and covered them in darkness. And from the fog came creatures not of this world. Ten years have passed and ten cities have fallen to the Calling, and not just human cities but other races have felt this dread as well. Once the Calling has claimed a city it is forever cast in that dreaded storm. Despite their best efforts no one has ever been able to reclaim these lost cities. The fog that swallows the city is unworldly, and all who enter it are never seen again. The Calling is spreading and more frequently. No one kingdom or empire can stop it alone, and slowly the others are realizing this. A peace treaty was signed, called The Concord of Peace. It was an act never before attempted, and has unified races the world over. Though many appose the Concord, and some still who are using the chaos to expand their own borders. Those that agreed to the Concord are pulling their resources and unifying under a single banner. They are facing a unknown terror, a force that no one understands. To combat this the world needs heroes never seen before. The Seekers, a newly formed guild comprised of the best and brightest among all the races. They have been given the authority to do what is needed to combat the Calling. The Seekers however, are newly formed and have little to go on. At this point they are leaderless and stumbling, what they need is leadership. You have agreed to be sent to Novgorod to represent your people. You know just as much as everyone else, which is little to nothing. You were selected because you might be of use. Here you may meet old enemies, those that may have once scorned you, all that is history. Now you will call them brother or sister and together you will fight till the end. That is what your peoples' survival asks of you. You will be facing a foe that has never been seen, against a force that seems to be unstoppable. The most brilliant minds in the world are converging in Novgorod in hopes they may find some answers there. Throw away old hatred, steel your heart, and rise as a Seeker. Alright, now to simplify things. I wish to conduct a RP revolving around a group of heroes fighting to save the world. Nothing that hasn't been done before I know, but I have a couple ideas to keep everyone entertained. The plot itself will largely be character driven. Honestly I hate pre-planned scenarios and outcomes, that just isn't fun for me. With that being said I don't like dragging people through the dark without a plan. To keep everyone together our characters will be the founding members of a new guild that operates independently from any kingdom. I'm pretty open to any number of races characters choose to play save for a key few. The Ones I listed below are just the major races within the RP. The IC Novgorod Novgorod; the ever growing city of commerce. A city ruled by the Merchants Guild, and home to thousands. Trade ships from the world over travel leagues for a chance to unload their goods at port. Oil, silk, and wine has made this city among the wealthiest and most prosperous in the world. This is the birthplace of wisdom, for within the heart of the city lies the Library of Ages. A Library so vast it is rumored to predate humanity and was the Tabernacle to the God of Wisdom. This may be the last place left in the world where answers could be found about the Calling. It took a great deal of effort to convince the Merchants Guild to house the Seekers in their city. They were courteous enough to set aside a Guild hall for the Seekers. A near condemned, abandoned villa outside the city itself. It will take a great deal of time and money to turn the Guild house around and make it inhabitable again. Kolaghan's Empire The Khans are a fierce and proud people. Famed across the world for their horsemanship and unstoppable cavalry. For generations the Khans have been the bane of every Lord and King close enough to their borders to be raided. Their raids have become so frequent that it should as well be called a yearly tradition. However, before the Calling the Khans were always contempt to pillaging their southern borders, and never venturing too far from their homeland. Now it would seem their is little left to stand in their way. The Khan of Khans, a self proclaimed Emperor named Kolaghan has amassed an invasion force larger than any of his predecessors have before. This great horde is leaving a bloody path of conquest as it cuts deep into new territories never visited before. To make matters worse, it is rumored Kolaghan's horde is followed by a Thunder Drake. Stormbreaker's Army An Army of Frisian raiders have landed on the shores of Nohldhiem. These people have long been enemies of our collective kingdoms. Their island of snow and ice lies off our eastern shores, and for as long as anyone could remember the Frisians have sought to carve out a piece of Nohldhiem for themselves. They are a feared race of men, born and raised on a unforgiving island where only the strong can survive. No navy has ever been able to best them at sea, and they continue to remind our eastern lords of that fact. Their King Finn Stormbreaker has successfully landed a host of raiders upon our shore, and already has claimed land he has no right too. Perhaps he sensed our weakness like a wolf on the prowl, or could it be desperation? Could it be the Frisian Isle is plagued by the same Calling as Nohldhiem? College of Magi Magic is a powerful and dangerous tool if used unwisely. Those gifted with such talents are treated with suspicion and prejudice, and for good reason. Mages have been responsible for some of the worse atrocities committed in Nohldhiem. A wise man once said, with great power comes great responsibility, and as all men are fallible some fall victim to their own ambitions. Not all mages are as such. The Last great war of the Magi caused so much death and destruction, all of Nohldhiem was calling for a purge. Every mage and their bloodline was to be wiped clean from the world. One mage however had used diplomacy and no shortage of wisdom to calm the leaders of the world and to give the mages one last chance. This great man through peaceful means, acquired land from the dwarves high in the mountains. And with the Dwarves help, they built a Tower to house mages. This massive structure is home to thousands. Families from all races across Nohldhiem are required to send their children here when they begin to show signs of magical talents. But the Tower is no prison, here masters teach the young and the foolish to control their powers, and more importantly to show compassion. Children receive a brilliant education as well, and once they earn their Mark of Mastery, some go on to establish themselves in the world. Mages are not meant to be kept secluded away from the world, and the world is slowly learning their worth. The Arch Mage was among the first to sign the Concord of Peace, eager to prove mages are not the monsters they once were. Magic and how it works: Mages draw their power from mana, which lies within themselves. Casting spells for a mage is the same as swinging a sword for a warrior. Do it long enough and you will exhaust yourself. With that being said a mage can train to increase the latent mana stored within their bodies, like endurance training. People wishing to create a mage will need to read through the list below carefully. Your abilities and powers section of your CS needs to contain at least one form of Elemental Magic. Out of the magic listed below choose a maximum of 5 abilities and list them in your CS. Only 2 of your abilities can contain a rank of Master, the other 3 need to be below that. The Ranking system is a way for others to determine how proficient you are in that form of magic and how well you can perform in combat. If none of the abilities listed below interest you, then PM me a list of your own creation and I might just implement them into the RP. Skill level for all mages: Novice, Adept, Journeymen, and Master. Forms of Magic: Elemental (Move your mouse to reveal the content) Elemental (open) Elemental (close) Before a mage can earn their Mark of Mastery they are required to become a journeyman in at least one of the natural Elements. This is because Elemental Magic is almost entirely physical and is used as a way to defend one's self. The elements are listed below. Fire: The ability to create fire at will. Fire is one of the most destructive forms of nature. It's only purpose in this world is to consume all that it touches. Forgetting this fact will get you burned. Water: Simple and easy to learn, at least that is how many mages feel. Water is often overlooked as being inferior to the other elements, because of the lack of physical attacks one can perform using water. Although a wise mage can use this element to achieve the impossible. Terra: The Power to control the various vegetation found across the world. Some of the worse mages in history have used this element to achieve dastardly goals. For a mage with enough skill can utilize the poison found in many plants to kill an entire town or city using the right methods. Earth: The power to control the physical properties of the Earth itself. Who needs catapults when you have a Master Earth Mage. Wind: Self explanatory, we've all seen Avatar the last airbender. Lighting: A primal form of fire, and purely destructive. Mastering this ability takes years and patience. A mage with a troubled mind can never learn to use this element. Ice: A primal form of water magic. Ice can be an invaluable asset if used correctly. It can shield you from attacks, impale your foes, and make gorgeous sculptures. Mental Magic (Move your mouse to reveal the content) Mental Magic (open) Mental Magic (close) Mental Magic is the art of transmitting thoughts into other people. This is an extremly powerful form of magic. A temptress talented in Mental Magic can make even the most stalwart Kings to commit genocide. Telekinesis: The ability to move object with your mind. Projection: The ability to transmit images and feelings to the minds of others. Therionology: Ability to command animals. A type of magic that comes naturally to the Elven. (Pro tip, Dragon taming) Harmonizing: Ability to mentally connect with both ally or foe. Mind reading that works both ways. Arcane Magic (Move your mouse to reveal the content) Arcane Magic (open) Arcane Magic (close) Summoning: The ability to summon creatures not found in the world of Nohldhiem. Because these creatures are from a different plane of existence they cannot maintain a presence in our world for long. Animation: The ability to transmit energy into inanimate objects, such as suits of armor or golems. Binding: The ability to transmit energy into weapons or tools, giving them a specific magical power. (Basically Enchantment.) Necromancy: A form of magic that many see as a taboo. Necromancers can reanimate corpses and so much more. Abjuration: Defensive Magic. This school is focused on protective spells, as well as spells which cancel or interfere with other spells, magical effects or supernatural abilities, such as Break Enchantment, Dimensional Anchor, Dispel Magic or Remove Curse. Illusion: Glamer spells alter the target's sensory properties, and can cause invisibility. Pattern spells create insubstantial images which affect the minds of the viewers, and can inflict harm. Phantasm spells create hallucinations which can be harmful. Shadow spells use magical shadows to create things with physical substance. Wizards who specialize in this school are known as Illusionists. Divination: Divinity spells are perhaps the most broad and influential spells one can learn. Each spell draws its strength through the casters alignment. Basically an evil mage can not cast a healing spell, and a good mage can not cast a dark spell. Orcs of the Wasteland Orcs are Perhaps the most dangerous and unpredictable race in Nohldhiem. Ages long ago the Orcs where driven into the wasteland by a combined forced of Humans and Dwarves. There they have scratched out a living on rocks and sand. The Orcs were once a proud and dominant race, and never have they regained their former glory. Every chieftain among them has at one time or another attempted to reclaim portions of their old land by means of war, and each one has failed. Due to the fact they are the most hated and feared race, and no one wishes to call them an ally. Perhaps the most surprising feat in their history happened not a few months ago. An aged and very wise chieftain gathered his tribe and made for the capital city. There he signed the Concord and agreed to peace. Following his example many other chieftains followed suite. This caused a major friction between the orcs. A civil war is brewing in the Wastelands, between the Orcs in favor for the Concord and those who oppose it. Elven Elves come in many different shapes and sizes; just as Humans do. All Elves no matter their species hale from the Elven Kingdom in the West. There the Elves have carved out their homeland, and keep it well defended to this day. Rumors speculate Elves are an immortal race, and at one time they may have been but no longer. Reclusive and mysterious the homeland of the Elves has caused much speculation within Nohldhiem, as a rare few other than their own race have actually managed to see the fabled city of Dale. The great forests of their homeland is as mysterious as the Calling, and stretches for hundreds of miles both North and South. Travelers tempting to enter these woods often become lost, some never find their way out. Those that do become lost are encouraged to seek out the Elves and pray they find you before the beasts of woods do. The Elven capitol is said to be housed within the hollowed trunk of a great world tree, and at its very peek the Elven King sets upon his throne. Elves are famed for their magical talents and archery, though thousands have immigrated into the world outside their forest, forgetting old traditions for a more modern life. Because of this the Elves have forged a strong bond with the Humans, and were the first to sign the Concord of Peace. Dwarven The Dwarven clan is a race of miners, warriors, and craftsmen. Their greed and lust for gold is only rivaled by their bonds of companionship once formed. These hearty men call the Southern mountain range their home. Boisterous and ill-mannered they may be, their is no better friend to have than a Dwarf. Earning a Dwarf's friendship is like trying to turn lead into gold, but if you can accomplish it you can expect loyalty like no other. Beyond their snow peeked mountains lie the Wasteland. Generations ago an alliance of Humans and Dwarves expelled the Orcs from their mountains and drove them into the wastes. With the mountains to themselves they were free to carve out mines and cities without competition. The Dwarven hall where their king placed his throne is the largest city in Nohldhiem, at least it was. The Dwarves have yet to sign the Concord of Peace, for their belief that the Calling could not harm them in their submerged cities. Despite that belief the Calling came for them regardless, the great Dwarven capitol is the most recent to fall and with it their King. Leaderless the Dwarven clans are fighting internal power struggles. A new King must be named, and the clans unified before the Concord can be signed. The Seekers Guild The Seekers are a newly formed guild whose soul purpose is to bring about the end of the Calling by any means necessary. They are a collective of the worlds races, some who were at one time enemies. Thousands of years of aggression and hatred have to be placed aside for the greater good. The Seekers are completely independent, they act on their own accord, and answer to none. Their political pull allows them much freedom and authority to do as they please without fear of retribution. The Seekers may very well be the last chance at survival, the hope of the world rests on their shoulders. Character Sheet Name: Age: Sex: Race:(Elf, Human, Dwarven, or Orc are your choices. Unless you choose to create your own race, which I'm fine with so long as it isn't ridiculous. Half-breeds are also accepted, but note your character will have a much more difficult time bonding with others due to racial tension.) Species:(If human leave blank. Elves in particular will need to describe what type of Elf they are. High Elf, Wood Elf, it makes no difference to me. If you choose to create your own race, then this slot is not mandatory, but encouraged.) Appearance: Height: Weight: Body Type: Skills: Abilities/Powers:(Magic users please refer to the College of Magi section above.) Strengths: Weaknesses:(This can be anything, from physical to mental trauma. Our characters will be skilled fighters who know their way around a battlefield, and you don't get that way without earning a couple scars and broken bones.) Backstory:(To me this is the most enjoyable part of reading a CS. I like to see how creative people can get. I'm not expecting a book, and I sure as shit don't wont to read one. I say no less than 2 para, and no more than 5.) Equipment:(Please take into account any weapons your character will be using, list them as Primary, Secondary, and so on and so forth. I ask you to do this because I don't want to read about someone's character grabbing a knife out of their boot when it isn't listed in their character sheet. Also consider basic tools and equipment you may use, after all its hard as balls to start a fire without a flint, get my drift?) Rules 1: Posting expectations, the more active the better. That being said, if you have to bail just shoot me a message that you're leaving. Also if you are inactive longer than a week then I'll just kill off your character. 2: Grammar is not that big of a deal, not everyone is a fucking English major. Although if your posts are just god awful then I will kindly ask you leave. 3: I expect at least two para per post. 4: I have final say... period. 6: I have no tact, meaning I can be an ass without realizing it. So if I hurt anyone's feelings then please find a pillow and cry into it because no one cares. With that being said I promise to try my best not to upset anyone and make this enjoyable for all. 6: All the other basic shit I overlooked such as the sites mandatory rules. Don't play out sex scenes in the IC or OOC, etc. Accepted Characters Arin Bane (Move your mouse to reveal the content) Arin Bane (open) Arin Bane (close) Name: Arin Bane Age: 26 Sex: Male Race: Fiend Species: Shadow Fiend Appearance: Height: 5'9" Weight: 185 lbs. Body Type: Lean/Athletic Skills: Sword master, escape artist, lock picking, disguise artist (well enough to quickly get by unnoticed), and he's not a bad assassin Abilities/Powers: He can cause local paralysis by touch and he can breath flames about 2 feet long and 6 inches across Strengths: Willful, attentive, loyal Weaknesses: Trust issues, doesn't play well with others, he's here on orders so he's not looking for friends, he's not a fan of large bodies of water Backstory: Ironic you enjoy these things because they're my least favorite part of a bloody CS. I say they're a pain in the ass. So this is what you get: Arin's a smug little twit and his family hated him since the moment he was born. You see, his older brother is large and tall warrior with glorious black horns framing his red face and Arin, a shorter creature with no horns and a white face was an ugly disgrace to his proud demonic family. Never capable of finding a fiendish mate he was offered into service to Kholaghan the self proclaimed Emperor of the Khans. For a time Arin of proud, noble blood was reduced to chains and treated as a daft freak. Not for long. Arin has been a tricky little imp since birth. He had to be with a hostile family. With those skills honed by age and time he escaped on a merchant ship headed toward Novgorod. When he arrived he sought and received sanctuary with a brothel keeper and his wives. Trust however, became an issue again because he's not fun to look at. The wives were offended by Arin's presence and with a bit of snooping (some seduction) discovered Arin's origins. Quickly the women sent word to Arin's family alerting them of his presence. Then just as quickly a threat arrived for Arin that if he did not make himself useful for the interests of the family that he'd be hauled back to Kholaghan to be dealt with at the Khan's disposal. With this new information Arin murdered the head wife, hid her body, and joined the Seekers. Equipment: I'm not listing everything I'll be carrying, like a nail filer. I'm sure you're worried about me randomly filing my nails. Primary Weapon- Bloodglass sword made in the Orc forges (pride of Arin's existence, touch it you die) Secondary Weapons- A set of throwing knives he keeps in a pouch around his waste Subsidiary Weapon- Nail filer, he keeps up his ass from which he grabs other random objects Random Objects include but not limited to- five thin lock picks, a weapon repair kit, some basic makeup, a few small hair extensions, rope, wall climbing hook, five empty darts, four empty viles, one vile of sleeping agent Shorr Born-of-Woe (Move your mouse to reveal the content) Shorr Born-of-Woe (open) Shorr Born-of-Woe (close) Name: Shorr Born-of-Woe, "The Gray Prince" Age: 24 Sex: Male Race: Orc Species: Pale/Gray Orc, named for their lighter skin tone Appearance: Spoiler (Move your mouse to the spoiler area to reveal the content) Height: 6' 10" Weight: 280lbs Body Type: Powerful and broad, a veritable man-mountain. Skills: It would not surprise anyone to learn that Shorr is well-versed in the typical Orcish past-times - horse-riding, hunting and tracking, brutal melee - but his more dignified hobbies might be more novel. His father brought in human tutors who taught him to read and write - indeed he's fluent in a couple of languages - and can talk quite eloquently about history and politics. Abilities/Powers: By human standards, Shorr is impossibly strong, fast and resilient; he seems to barely feel pain when he fights, heals quickly and can enter a state of berserker rage which turns him into a real martial terror. Strengths: Noble, intelligent, unrelenting Weaknesses: Too proud for his own good. Shorr is blind to his own species' wrongdoings (or perhaps too lenient of them) and overly sensitive to the persecutions other races subject them to. Backstory: The Grey Skull tribe of the Broken Plains teach a long history of Orcish culture in what is now the Wastes; they remember the days when Orcs ruled their own nation in the mountains and stretching out into the plains of the Wastes; they had advanced culture and great societies. But that was before the Wastes were known as the Wastes, before greedy Dwarves whispered in human ears and told them drive the Orcs from the mountains to the plans. Then the elves broke the plains and the mages - well, basically any race you cared to name had a role in the downfall of proud Orcish culture according to Orc legend. Pale Orcs in particular believe they were the breed of Orc that lived first in the cold mountains now held by the Dwarves, thus explaining their lighter skin tone. Shorr Born-of-Woe (named for the death of his mother on his birth) is son of Korrag Grey-Skull, chief of the Broken Plains. He was born is as close to a noble upbringing as could be managed in a barely-subsistence level tribe. His father, enlightened by Orc standards, engaged in trade and brought prosperity. There was still raiding, of course; most of Shorr's tutors growing up were captives rather than employees. Still, you could do much worse than to have to cross Grey Skull territory. Shorr grew up on stories of other lands, other times; the shamans told him of the Orcs glory days, the tutors told him of the lands beyond the Waste. Shorr became aware of the Calling through waves of displaced humans, those who fled their cities from the storm to strike out into the Wastes. Many fled to the Wastes and willingly enslaved themselves to the Orcish tribes for protection, others fought to try and carve out their own homes among the Wastes. Shorr grew up strong and strapping, even by Orc standards; he went with his father on many raids to take back lands those humans had taken. From the ones who willingly became slaves, he learned of humanity. He learned "proper" sword-play from an old knight, learned his letters from merchants and traders. He was soon styling himself a prince, wearing salvaged armour and riding on horseback. In a test of manhood, he delved into the craggy chasms that were once plains; Orc legend held that there had been a city on the open land once but the rocks cracked open from Elvish sorcery and the city fell in. Alone, with nothing but a sword and armour, Shorr delved into the deep to find the dead city of Mondell'ar. And he found it. The greatness broke his heart and he knew that it was all true, all the tales the shamans told. As a trophy of his exploration, to prove that he was now a man, he brought up an old Orcish relic, or perhaps a captured Dwarven one, a ring of great power. This marked him for greatness and brought him to the attention of the Seekers. Thus he rides to Novgorod. Equipment: Shorr's primary weapon is a longsword named Red Flash. He also has a long lance he uses on horseback and several smaller javelins. There is also a small dagger he primarily uses for skinning his kills, but is perfectly capable of being a weapon. Outside of weapons, Shorr has a mis-matched suit of high-quality armour composed of what could be bought, raided for or was still worth wearing after he was done killing the previous owner. He rides on a Kholaghan charger - black, named Thunderbird - and has some saddlebags with several week's worth of rations, some leather straps for fixing sundry things. Finally, Shorr wears the ring he pulled out of the ruined city of Mondell'ar. It is a rune-engraved brass circle, thick and heavy, worn on the right hand. He knows there's something magic about it, but has not had the time to decipher the runes on it just yet. Asai Rae Iribell (Move your mouse to reveal the content) Asai Rae Iribell (open) Asai Rae Iribell (close) †Asai Rae Iribell† Name: Asai Rae Iribell Name Pronunciation: Ah-sigh Ray Ear-uh-bell Age: 24 Sex: Female Race: Faery Species: Elemental Faery [Named by their ease with nature] Appearance: Ignore Her Attire Height: 5'7" Weight: 120 lbs. Body Type: Lean Skills: « » Noble Pastimes Skills you would expect anyone of her stature to be adept at such as horse-riding, painting, singing, musical instruments, multilingual etc.. Medicine She is highly knowledgeable in this field, though her field of expertise is natural/herbal treatments. If you give her a stethoscope she won't know what it is. Swordplay Using a sword definitely isn't one of her stronger points but she can wield it to save her life Charisma You may not see it as a skill but she does, she can talk her way in and out of nearly any situation without any trouble. • • • • Tab 1 Noble Pastimes Skills you would expect anyone of her stature to be adept at such as horse-riding, painting, singing, musical instruments, multilingual etc.. Tab 2 Medicine She is highly knowledgeable in this field, though her field of expertise is natural/herbal treatments. If you give her a stethoscope she won't know what it is. Tab 3 Swordplay Using a sword definitely isn't one of her stronger points but she can wield it to save her life Tab 4 Charisma You may not see it as a skill but she does, she can talk her way in and out of nearly any situation without any trouble. Abilities/Powers: [/CENTER] « » Natural Abilities -As most faery can, she can fly with the help of her semi-transparent wings. Her wings aren't incredibly strong so a very strong wind could knock her out of the air. They are also incredible sensitive to touch, so attacking her wings could put her in massive amounts of pain -As most faery can, she is able to shrink to a different size. The smallest she can go is about a foot. Any smaller and she starts damaging her internal organs Terra Her skill level is master. Ice Her skill level is master Divination Her skill level is novice and her alignment good, so to speak. Projection Her skill level is novice Water Her skill level is journeyman • • • • • • Tab 1 Natural Abilities -As most faery can, she can fly with the help of her semi-transparent wings. Her wings aren't incredibly strong so a very strong wind could knock her out of the air. They are also incredible sensitive to touch, so attacking her wings could put her in massive amounts of pain -As most faery can, she is able to shrink to a different size. The smallest she can go is about a foot. Any smaller and she starts damaging her internal organs Tab 2 Terra Her skill level is master. Tab 3 Ice Her skill level is master Tab 4 Divination Her skill level is novice and her alignment good, so to speak. Tab 5 Projection Her skill level is novice Tab 6 Water Her skill level is journeyman Strengths: She's highly intelligent in many areas. She is multilingual, and fluent in most. She also has the potential to be highly charismatic if made comfortable. Due to her phobias her charisma can be a bit restricted but if she's only dealing one or a few people she has little problem. She can both take the lead and follow when either is necessary. She has a nicely sized reserve of mana, nothing amazing but better than average. She has a high pain tolerance. She's also extremely loyal, once you've earned her trust you have it forever. Weaknesses: She is mentally unstable, she has agoraphobia and scopophobia. These two traits make it hard for her to function in everyday society. If under a certain culmination of circumstances she can have a panic attack anywhere, including in the middle of battle. She is also not very physically strong, while she agile and very good at dodging attacks she's terrible with taking them. Her armor needs to be light in order for her to fly which doesn't help either. She also has a few serious character flaws. She's cynical and pessimistic, that is, when she speaks. She tends to be silent. Backstory: She was born a relatively normal Faery princess. Being born into nobility, life was easy enough. While it was mentally exhausting from all the knowledge she had to intake but she never had to worry about fighting. Though she did learn magic simply because of self defense purposes. She was well liked and was already arranged to be married to a prince. Around fifteen was when it all went wrong. There was civil unrest and civilians and some royal servants decided to simply slaughter the royal family in order to place someone else on the throne. Her father was killed along with all of her brothers except one. She and her sister weren't killed, they were presented at an auction and sold separately. In her three years of servitude she was degraded, deflowered and utterly humiliated and most of the time in public. On her third year she was being sold and moved around a lot more frequently, she learned through another slave that her family was back in power and had been for over a year. The ruler that took over after her family was displaced was so terrible they were revolted against and her brother easily slid back into the throne. Her brother and mother were ruling and had found her sister. At eighteen, in a brothel, somewhere inside she snapped and killed every last person in the place. She barely even remembered doing it and hadn't even known she had it in her to kill. She went on the run after that, she spent a year being chased by her captors. On her nineteenth birthday she made it back to her home. She was greeted with open arms and her family tried to make her back into a princess but she was too unstable for it while her sister had a lighter experience than she did and recovered easily. She spent most of her time training under powerful mages rather than courting or doing anything remotely noble. When she heard of the Seekers, her mother was more than happy to find a role for her and off she went. Asai was originally a little resentful at being shipped off but liked the thought of putting her skills to use for her country. Equipment: Weapons: She keeps two daggers strapped to her thighs though she doesn't usually use them as weapons. Supplies: She keeps medical supplies on her equal to a first aid kit. Except her's are various vials of liquids, gauze and healing herbs. She keeps materials to pick locks, rope, money and hygiene objects such as hand sanitizer. Worn: She wears light armor with slits for her wings to poke through. She wears multiple rings on her fingers, they are plain and gold. They provide a medium impact defensive force-field of sorts. They are her most important possession. Nanani Ordu (Move your mouse to reveal the content) Nanani Ordu (open) Nanani Ordu (close) Name: Nanani Ordu Age: 20 Sex: Female Race: Elf/Human Species: Halfbreed Wood Elf Appearance: Ear shape = (but whole thing is ear) Metal armor = leather, disregard weaponry Height: 5'5" Weight: 125lbs Body Type: Slender, yet muscular for her frame Skills: As a half-elf, she has been blessed with a skill for archery and magic. However, Nanani is also quite adept at using plants to make various concoctions (both healing and poison) and has a lovely voice (singing) and flowing movements (dance) which has helped her release some of the tension brought on by her mixed breed. Abilities/Powers: Therionology (Master - natural affinity) Water (Master) Binding (Journeyman) Terra (Adept) Summoning (Novice) Strengths: Though she has been shunned by many of her people - both elves and humans alike - Nanani is calm and observant, choosing to take a more diplomatic route. Weaknesses: Nanani has been known to come off as cold or unfeeling where people are involved, feeling more at home with the creatures she has come to know in the wood. She also loses her temper at the mention of her father (see backstory) which can be troublesome to both her and the people around her. Partial blindness (peripherally) in her right eye. Backstory: Two decades ago, a human male wandered into the woods of the Elven Kingdom. Lost for days and losing strength and hope, he collapsed. Joran Martel was unconscious and near death when he was found - quite accidentally - by a young elf who had been playing with a family of rabbits that made their home near the site. The Elvish woman, Navara - though wary of the human in her midst - was a gentle soul, and therefore, could not bring herself to leave the man. Instead, she spent the next few days tending to him and nursing him back to health. After nearly a week, Joran was fully healed and able to travel. Navara, feeling her duty done, showed him a way out of the wood and said her good-bye. However, Joran had other plans in store. Now, with no use for the woman, he gave into his primal urge and forced himself upon the beautiful, young elf who had saved his life... then left. A broken Navara made her way home, unaware of the abomination growing within her. Months passed and Navara could not deny she was with child any longer. Afraid for the life of her child, Navara took refuge with the Wise Mother - a respected elder of the community - who shielded her until she had given birth to Nanani. The Wise Mother, being one of the only people to see past the fact that not only was she a bastard child, but a half-breed, became close to Nanani. So Nanani grew, hated by most of the wood elves, if not for her heritage, than for the attentions she received from the Wise Mother. However, because of the guidance she received, she was able to overcome the fear and hatred brought on by the situation, and instead, learned to forgive and form bonds based on who she is, rather than who her parents are. Then the day came that her powers manifested. On this day, a young Nanani was playing by a small spring when a group of boys came upon the solitary girl. Knowing full well who she was, they began to tease her, pulling her hair and even throwing rocks at her. One boy, by the name of Duvir, threw a stone hard enough that she was left with a permanent scar on her right eye, and partial blindness. The moment she was struck however, she lost control and the spring suddenly shot forth a stream of water, knocking the boys back - who scattered and ran. It was then that she was sent to learn at the College of Magi. Equipment: Primary Weapon: Archery equipment (bow, arrow, etc...). Secondary Weapons: Two daggers, both a little over four inches (whole length) - one on the inside of her left wrist (in a sheath, not literally inside) and the other on her outer right thigh. Miscellaneous: She always carries her cloak, and with it a small pouch of various dried herbs. Mala Kerrien (Move your mouse to reveal the content) Mala Kerrien (open) Mala Kerrien (close) "We have begun to listen to the teaching our blood whispers." Name: Mala Kerrien Age: Twenty Three Sex: Female Race: Serium Species: Lephiz - "Bitter Walker" The Serium race are known as a small group of nomads, living from the land and moving where their food source goes. Very little is known of them as they stay away from large societies and keep to themselves, but from what has been recorded they are animistic in their manner, having sensitive hearing, sight and predatory instinct to guild them. It was rumored that perhaps in their ancestry they were once cursed beasts meant to find no home, only recently finding way to become more humanoid in appearance. The Serium live in six separate groups ( refereed to as Tocks), each according to a different geographical land type and climate. Lephiz live in colder climes, preferring to rocky mountain ranges and arctic chills due to a massive body heat that forms in their lower stomachs and streams throughout the body. They are the largest of the Serium, males ranging to a height well over 7' feet while females are normally around 6'7". Lephiz are quiet, but deadly in their techniques for stalking prey or enemy, using poisoned daggers and spears to end a kill. If the victim is able to run away, they follow after it with surprising stamina until the poison renders their body useless. They stay firmly to silent attacks, played mostly at night since high sunlight strains their eyes and could eventually blind them. If a Lephiz is unable to use a weapon, they will fall back to steady hand to hand combat - careful though, Lephiz are only trying to get close enough to bite. A special type of venom runs through their veins, a base for most of their home-made poisons, which are collected through sharp fangs that falls in 2 rows. Back row of fangs which are like a serpents are meant to cut apart meat and are able to be contracted back into the roof of the mouth. The first row is more recognizable as of a dog's teeth, canines being the sharpest and where venom in expelled. *** Venom is not a killer - at first. Lephiz often use venom for marking of families and friends, that is meant to bring about a special mental link to keep track of said people. It's even used as a sort of sleeping serum for children when mothers want the babes to be quiet as they move to a different area. Glands in the back of the throat dictate whether venom is poisonous or not, based on the mood of the Lephiz and their surroundings. Appearance: Spoiler (Move your mouse to the spoiler area to reveal the content) Spoiler (Move your mouse to the spoiler area to reveal the content) Mala: Red Head - Chin Length; Green Eyes; Baby Faced - Cheeks are slightly chubby; Sharp Teeth; Taller than average human women; Often wears hooded garments to cover face from sunlight; Pale Skinned. Height: 5'10" Weight: 173 Ibs. Body Type: Lean & Slender Skills: Well practiced in the art of poison and medicine. Serium are wary of magic users/healers as they are seemingly unpredictable and follow in natural herbs and roots for medical uses. Hunter & Scout - Remember that Serium live in small groups, 8 families at most, and priorities have to be shared. Mala when reaching age of responsibility started hunting with the older children and became astute to movement of a living creature and their common habits when panicked. This study pertains of cornering the chosen prey while the lead hunter takes it down and how to kill it without getting yourself killed in the process. The young practice with rabbits or small mammals, often opting to jumping the animal and tearing through the stomach or whatever body part that is exposed. Mala was among the children who were quick on their feet which deemed her worthy as a scout. As they live on the move, some of the other races may not be friendly to trespassers that are taking their game. Being a scout means long nights spent awake while the Tock sleep under your watch, it means going into enemy territory without notice, it means you need to know how to make a quick escape. Abilities/Powers: Serium have been gifted with the power to blend. This doesn't mean they just poof and vanish. Their body's glandes are able to musk their scent and blending it with their surroundings, lowering their heart beat to barely nothing. With this new scented musk, those who catch whiff of it may become sleepy or never even see the Serium due to a chemical reaction which makes it seem as if they are not even there. This ability is more useful in nature or well-crowded cities, when not being singularly targeted. Strengths: Mala is extremely fast with well-leveled stamina, and pricked with the eye sight of an eagle. Smart, keen, and wild to an extent. Weaknesses: Naive of the ill intentions of others, very trusting, brash when cornered, injured shoulder blade that was broken in an accident, resulting in some of the bone being utterly shattered and cut away - ghost pains occur when she is unable to use her right arm. Backstory: Once before the Calling, the Serium were renowned for their agricultural influence. They were farmers, fishermen, herbalists, and deeply enriched in the fur trade. Respected among the races for their knowledge and economic influence, they were a main source of capitol and power. But due to a untrusting nature for the other races, they kept to themselves, cautious of immigrants and those who traveled through their lands and wished to stay out of all political/war-like conflicts and only trade for their well being. Their young would be sent to other cities, delivering goods while learning of the outside world and the people wherein, mostly dotting the mistakes and faults of daily life and the cultures. Mala was born to the second in command of her Tock, Atusk and his wife Hilpha. Mala was born smaller than the normal Serium, and her parents worried for the child's life. Smaller children often die young with illness, leaving the families in destructive sorrow to a point of where they refuse to eat and often die themselves. Seemingly, her life was in no danger and it was just the fact she was born small. This led not to a sheltered life but to where Mala was pushed by her Tock to outdo the other children and grow stronger than them, as to place her worth to her people. This put considerable strain on Mala, feeling isolated even though she had the full support of her family. As she grew older, her skills showed through as a progressive medicine woman and scout as sparring with her older brothers became more dangerous to her health than anything else - you can imagine why. As the idea of warring with fellow peers for the top, she placed herself in a respective stage of intellect and wisdom. She was trained under her elder medicine woman and another Serium children as the new apprentices for the Tock. The problem came as this - Mala had grown tired of her secluded world and wanted to be free of limitations and her people's constant judgmental frown. She demanded to be allowed to go with the other Serium on their trade route. She was permitted to do so only to come back to a blanket of dark cloud that had fallen over her homeland. They had heard of the rumors and ignored them completely, ignorant and fool hearty until they had been cast from their lands and forced to become ghostly wanders the last of a great civilization. Time moved as they heard of other trading parties that had also escaped, all moving further and further away from their territory, often being chased out of land claimed by another race, all the while being seen as pests and feared for the misfortune that had befallen them. She had lost her mother and father, leaving her only with her two eldest brothers and those she traveled with. In this became an angry battle not hate those that made them run and that to be peaceful and understanding of their dread. Then came a time when she heard of the Seekers and with it a new goal: to regain her people's dignity and make them great once more. If the Calling were to be removed, her people would return back to their land and build their city back to its former glory. She left with hushed goodbyes to her Tock along with one chosen warrior who made it his goal to keep her from death, determined to succeed and promising she would come back soon and with her return a new age for their people. Equipment: Primary Weapon: Combat knives - 4 in total, two kept attached to boots and hidden knives kept in their sheathes by her wrists - easy to grab at an unexpected attack. 6.5 inch double-edged spear-point knife with bent blade. Secondary Weapon: 2 Shashkas - 17 inch long, sharp swords that are sheathed on her hips. Notable: Carries a satchel containing personal items, backup daggers (push dagger, knuckle dagger, etc. ), small bottles that are a mix of poisons, brews, and among the sort - Drink at your own risk. Bottles are labeled in her native language and may be difficult to read. She keeps a small notebook that she writes personal thoughts & passing region's history, people, culture, natural life, etc. ( pridefully planned to becoming the first book in her people's grand library when her journey is through ), bandages, money, sponges that she bites into to soak in venom, needles and thread, and poppy seed for her restless night. Janos Kamara (Move your mouse to reveal the content) Janos Kamara (open) Janos Kamara (close) Name: Janos Kamara Age: 26 Sex: Male Race: Human Appearance: Height: 5'11 Weight: 154lbs Body Type: Slender Skills: Skilled sailor and master thief. Abilities/Powers: Spatial Portal: permanently placed in his right hand is a powerful artifact allowing him to create up to two portals. Strengths: shrewd liar, nimble, silent, and adaptable. Weaknesses: Janos is not a very skilled fighter, preferring to avoid fighting if at all possible. Backstory: Janos couldn't tell you who his father was, but he could tell you his mother was a whore. Left to fend for himself relatively young he began to steal to earn his living. As he grew older he polished his skills as a pickpocket targeting easy marks along the city streets. All the while his appetite for more continued to grow. His younger days were spent breaking into homes, lifting purses, and fencing goods, that is until he learned secrets were far more valuable than silverware and trinkets. Janos began to read letters of wealthy men, politicians, and even military figures. Soon enough Janos became quite wealthy selling people's secrets to their enemies, and using the more dastardly ones as blackmail. The king couldn't even bed his mistress without paying Janos to remain silent, he had his fingers in everyone's pocket. Then came the day it all burned to the ground. Janos had discovered a letter written by an Dwarven Archaeologist, detailing the discovery of an artifact of immense power. With a little cunning he quickly uncovered where the artifact was kept; in the Arch Mages study to be exact. Unable to let such a treasure slip from his fingers he set out to steal this artifact. Using his talents, and no small amount of luck, Janos found himself in reach of his treasure. The artifact being a red colored metal in liquid form, being kept in a glass sphere. Foolishly he reached out to grab the artifact, and as he did the Arch Mage entered his study. Janos, startled by the Arch Mage clinched his grip around the artifact shattering the glass container. The red metal attached itself to his right hand. Describing the pain he felt would be akin to dipping your hand in a pool of molten lead. Janos extended his hand and in that instant the artifact created a portal. Fearing the Arch Mage, Janos fled into the portal. The World in which he found himself was dark and empty. A world without sound, without gravity, and utterly endless. Adrift in this empty world Janos was free from the Arch Mage, yet stuck. Through trial and error Janos succeeded in creating another portal using his mind as a way to focus it into existence. Free from the world between he found himself home again, and with his prize in hand. It was only a few days latter did he realize the artifact was slowly killing him. A wanted criminal has very few friends, desperate he took to the sea's in search of anything that could delay the artifacts curse. His life as a pirate and fortune seeker ending abruptly when a ship carrying a collective of Seekers scuttled his ship. Powerful mages aligned with the Seekers bound him with magic making escape impossible. His was given a choice, become a Seeker or die by hanging. He figured he would accept their terms and escape later, save for a mage who convinced him there was a way to save his life from the artifact. This mage knew far too much about his condition and the artifact for him to doubt her. Grudgingly he agreed to remain a Seeker, at least until they made good on their word to save him. Equipment: A steel long sword strapped to his back. Four throwing knives concealed under his coat, two on each side. A small repeating crossbow. A pouch of bolts used to refill his crossbow.