Tales of Agganoth: The Seals of Olric Sign Ups

@Vec just need to start yourself off in Norcrest at the beginning. Otherwise you're good!
 
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How long has it been since the destruction of the first seal?
EDIT: it seems like there are an overabundance of rogues in this party xd 5 thieves/rogue-like characters, 2 swordfighters and 1 bard that utilizes dark magic xd I think I'll make some sort of healer.
 
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Leeland "Lee" Everwick | 41 | Priest of Light / Warrior



The man previously known as Sir Leeland Everwick, Knight of Red and leader of the knights' Order "Wings of Dawn", a small but relatively known band of knights situated at the border of Agrenna and Drakos, "died" a decade or so before the happenings of our little story; or so he should have, as far as his enemies were aware of. His and his fellows' lands had gotten in Pyramos' sights as Agrenna sought to expand by virtue of conquest.

He and his companions had resisted, that much could be said, desperately trying to delay the Agrennian forces as long as they could before the Drakosi reinforcements would arrive, but with just a dozen or so trained knights, their inexperienced squires and untrained peasant militia one could never hope to deter the Kormos war-machine. They were slaughtered on the battlefield, their lands pillaged, yet in a twisted turn of events he was left barely alive but unconscious. Later when the Drakosi soldiers were scouring the battlefield for any survivors, his body was discovered half-buried under a pile of dead, Agrennian bodies. Eventually he was freed and transported to a safe place for healing and recuperation, and he eventually woke from deep sleep a month later.

Leeland was a man known for his physical prowess; he could bear almost any level of physical pain, be it torture or battle wounds. Mentally, he could bear the loss of his lands, riches, titles and honors, as they were material things and the teachings of Light prevented him from growing too attached. Although it pained him greatly, he pulled through after losing his friends and comrades on the battlefield, as their line of work was such, brutal and unforgiving of mistakes. What broke him, however, was learning of the razing of his castle and the disappearance of his family.

As soon as he was able to, Leeland pleaded with anyone and everyone he knew of, old colleagues, connections in the capital, mercenary guilds and even thieves guilds in order to help track down his family, but he was shut down, rejected and denied at every turn of the road. What could a knight with no titles and lands have to offer in return? Nothing, that was the answer. Eventually, Leeland was able to take up arms of his own once again and thus hit the road himself in search of his missing loved ones.

Fast forward to today, he's still wandering, searching, looking for clues. It's been over ten years since that fateful battle, most - if not all - of his connections have long been severed and history has buried the name Leeland Everwick and "Wings of Dawn", but the wandering knight Lee is relentless in his pursuit, desperation having slowly turned into a burning need for vengeance against those that ruined him.​

  • WEAPONS, ARMOR & MISC ITEMS:
    • 1 Two-handed bastard sword
    • 1 One-handed short sword
    • 1 dagger
    • 1 Heater Shield
    • Chainmail and plate reinforced leather armor
    • Cotton/Linen comfortable clothes
    • Camping Supplies
    • Travelling bag with misc. necessities
  • MAGIC AFFINITY: Light (He is able to conjure the Holy Light of God and infuse it to whatever he desires, inanimate object or living being, granting it magical properties or healing it. A drawback of this is that he, himself, becomes weakened to light for a short while after. Any direct exposure to sunlight rapidly burns his skin while exposure to artificial light such as that coming from a fire source gives him severe anxiety and an urge to flee.)
  • SKILLS:
    1. Martial Arts (Sword-fighting, Hand-to-hand, etc.)
    2. Keen Mind (Lee is generally quite perceptive of his surroundings, from subtle cues pertaining to how/what someone might be feeling/thinking about, to general environmental awareness)
    3. Diplomacy (As a former leader of a knight's Order, he is well versed in the art of diplomacy, not that it helped him when he required it the most...)
  • DEFICIENCIES:
    1. Bad Temper (something he developed during his pleading-for-help-and-getting-shut-down phase)
    2. Rowdy Drunk (do not give him alcohol)
    3. Overly Devout (Intolerant of any religion other than that of the God of Light, so much so that he frequently makes a big deal out of "converting" people)
So here's my guy. Please do tell if you find anything wrong or questionable with him.
 
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@Vec they don't have to be from the same village. They all just ended up in Norcrest for the start of the story.
 
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Name: Maunari "Mau" Sigatar
Age: 26
Vocation: Baker
Short Biography: Mau's birth came as a cause of concern. Certain, her father Naro expected a son. Prayed for one, hoping to save them from the pain that came from living within the Naerian tribe. With Mau's birth came two things. The death of her mother in childbirth, and the loss of hope Naro had for being able to give his child security. Naro briefly blamed the child for the death of his wife and refused to connect with her. It did not take long for him to fight this feeling, however, and he fell in love with his daughter. Mau was spoiled, to say the least. He'd promise fellow tribal men that she was well taken care of, meanwhile sneaking his bundle of a child into the desert to explore and hunt along beside him. There, Mau would grow fascinated by pelts, bones, and animals of all kinds. She loved the wilderness, and loved to create with all the pieces she could find.

This worked out well for Naro, who would in secret give her the remains of an animal after carving them. Mau would soon learn in her later years how to participate in combat alongside her father. She hid this fact by suggesting her left leg was weaker than the other, and required a walking stick to get around. This was her main weapon in training, and was a lot more agile than many of her tribe assumed. Naro refused to let the idea of someone taking advantage or hurting his daughter come to fruition, so he made sure she could hold herself like a man. However, it was not long before the transgression was caught when Mau was a teenager. Mau was to be wed to a local man by request of a local family, much to the dismay of Naro. The man came to demand her hand once more, witnessing Mau and her father training. Before he could get to the elders to report the transgression, Mau slammed her staff into his head and watched him crumble unconscious.

The two quickly packed their things, knowing they would soon be caught. Naro knew what the punishment was for his daughter and insisted they leave that day. Thanks to Naro's ability to survive in the desert and Mau's quick thinking, they were able to find themselves in a populated area. Quietly, they integrated, taking several years to assume a new life. Mau runs a small bakery besides her father, enjoying the quiet life. She still has a myriad of bones and pelts from the desert and is studying them in their free time, seeing if she can recreate what they were when alive.
Weapons: Quarterstaff, carving knife,
Magic: Death. Mau's magic focuses mainly on construction and deconstruction of the deceased. In particular, bones. She's able to animate skeletons, although the more bones she's forced to use the heavier the effect is on her physical state. In the beginning, she can animate small things, like song birds or mice, and can keep two animated creatures at a time. She's able to communicate with the deceased as well, but not until she's honed in her skills. Some backfiring of her abilities include fragile bones, joint pain and overall muscle tension. When she communicates, there is a small chance that the voices she is hearing are not real.
Equipment: Mau carries a bag of bones, has a variety of herbs for both baking and medical care, sewing kit, carving knives, waterskin
Skills:

  • Melee Combat
  • Baking
  • Map Making
Deficiencies:

  • Naive (Has a hard time telling who has bad intentions and who has good intentions)
  • Long distance, her aim is horrific
  • Head strong. Mau tends to jump into fights or competitions without thinking ahead, which has gotten her into trouble before
 
@Boo Girlie BoomBoom - Quick clarification! Was Rodent heading towards the dock crew or the keep crew, or somewhere in between? We're working out in discord what happens next and we wanna be sure we got your intention right :-D
 
@Elle Joyner Hey~hey so like yeah, I had Rodent bumble her way to meet with Nikilina and the others. BUT she has the intent of heading to the docks to leave like a link as to why we would run into the rest of the chars if we tryna meet them. But all good if we need to be split. Rodent will just follow along with Nikilina and friends if that's all goods.
 
Salutations!

I'm interested in this and have a well-made character, but I also have some questions...

1- Are sign ups still open?

If the above is "yes":
2- Roughly how long has magic been around? Literally a few weeks to a month, or has it been at least a year or two?
3- Are demons, or demon-like entities a thing?
4- Would magical items be possible?
 
@Zelīa Hey~hey~!!

So our boss GM is busy weekends so prolly wait and see answers soon!
 
@Zelīa


In answer to those questions: Magic has never existed (outside of the Oracle but we'll learn why) in the lifetimes of several generations before our characters. It is a thing of legends and myths.

Demon and demon-like things are magical in nature and therefore never seen before because they two were sealed behind the seals. Stuff of legends and myths.

Magical items are NOW possible, but if you have one, it's completely by accident because nothing has been magical before the seal was broken.

To EVERYONE in the story, magic is literally 30 mins old and completely used by accident right now. As the story progresses, characters will figure out how to use them and what the consequences are. It'll all be based on how often you use magic. Hardly use it? Hardly learn it. Use it often? Learn more of it.

Post your sheet in the application, and Elle and I will look at it!
 
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@DarinValore , I was working on a revision of my character, Zelīa Xazynæ, since it seems the lore is somewhat inflexible for her backstory and much would create conflict, but then I got a call from one of my counselors. It seems things with my trade program will begin getting cumbersome, and it'd be irresponsible of me to commit to an RP thread knowing I may not be able to post regularly. I apologize for taking up your time, and hope the thread(s) go well.
 
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Heads up. My home computer bricked, so I'm typing by phone that my next post will likely be delayed.
 
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Appearance:
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Name: Ingvar "Halstein" Torkel

Age: 34

Vocation: Ex-Mercenary / Vagabond

Short Biography: Ingvar, a native to the mountainous land of Eldrassir, would say he's lived a long and worthwhile life. Born to two loving parents in a small village equidistant to the Etollen capital and the border of Drakos. For the first fourteen years of his life everything was simple, if not quite boring. He was taught all that a man must know, like hunting for starters, crafting his own food through very limited forms of farming, sharpening weapons and shooting arrows from a bow. His father was what he would consider to this day as the perfect man, a man of virtue, honor, and strength. His mother the perfect woman, kind, docile, and loyal. Being part of a small village made it feel all more so like a large family rather than a small settlement. When the Jackal Company came into town was when his life of normality came to a crashing and pleasurable halt.

His childhood was boring, he was one of only four children of his age in the village and the only male at that, so it was no surprise to anybody that he was overwhelmed with the image of adventure when he saw these men fitted in armor coming through the main road. They stopped at the small Pub for the night for drinks and to rest up, Ingvar took this time to interview the men that humorously entertained him with answers. The next morning, he gathered his items wanting to escape into a life of fighting for gold, seeing the world behind the rocky landscape of Eldrassir despite loving the land as much as he did.

His parents attempted to usher him away from that life as much as they could. But it was to no avail, at this stage he was considered his own man and his father attempted to sway him one final time with calling the mercenaries "Highway Men". They're no good, he would say, murderers. Ingvar claimed if they were no good Highway men, than he too would be one of them, and it was up to his father to accept him at any point afterwards. That was the last time he ever spoke with his father.

From there his void of boredom was filled with the thrill of adventure he wanted. Although they were boring for the first two years, he was seeing the world. He was gladly welcomed by the men from the pub, and for the first two years he served as their "water boy". Fetching them their beer, gathering their equipment and cleaning it. By sixteen, he killed somebody for the first time, and although it haunted his dreams for a long time the more he killed the easier it got. Eventually he became one of their best warriors, and the older he became the higher ranked he was seen. By the time the men that were in the pub during his younger years passed away or decided to leave the mercenary life behind, and new men were hired, he was seen as the head of the crew. This carried on until when the Jackal company was hired for combat by the king to fight in a battle against Agrenna. Ingvar was separated with the rest of them during the battle, and after found all of his fellow members dead or missing. He blames himself greatly for the demise of the many young men, claiming he wasn't good enough a leader to take them through such dangerous battles.

With most of his adventurous life gone with the wind, he starts his trek back home in defeat unsure of how to continue with this sense of meaninglessness in his life. A depression overcame him, and he vowed for as long as he lived that if he were to ever see combat again he would do whatever is in his power to stop his comrades from dying. With his tail between his legs and no desire to continue however, he's heading back to the small village in hopes his parents were still around. He's been taking his time getting there however, making sure to get all the sights in before getting back to his native land. It's been years now. Little does he know, an adventure greater than anything he has ever experienced waits for him. It's coming and nothing can stop it.

Weapons: Weilds a single handed war axe and a bow with a quiver filled with arrows

Magic: He has an affinity to Death due to the amount of death he's caused and witness over his life. But he's unaware of this new magical affinity

Equipment: Strapped along his chest resting against his side is a water pouch, and also against his chest forming an X with the strings is a bag filled with dry bread and salted meats that he took for the trek back home

Skills:

Combat - He's decent at all forms of combat, but he's best at close range.

Cooking - From years of making his own food while out on the field

Loyal - Once he's loyal to you he won't abandon your side, he's willing to go to hell and back for those he fights alongside.

Deficiencies:

Untrusting - He has a hard time trusting anyone and it will take a lot of buddy buddy time to come to good terms with him

Destructive - Is willing to get something done no matter what it takes, he's usually the first one into battle because of his berserker-style of combat

Negotiation - He's terrible at negotiating, caring more so for a confrontational approach than leaning towards something diplomatic.


(Hope all is good here! If any changes need to be made let me know!)