The Last War on Kehra OOC

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Mythy the Dragon-Wolf

Hopeless Romantic
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MYTHICAL MEMBER
Invitation Status
Posting Speed
  1. One post per day
  2. 1-3 posts per week
Writing Levels
  1. Beginner
  2. Elementary
  3. Intermediate
  4. Adept
  5. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Primarily Prefer Male
Hello there! My name is Mythy, feel free to call me such :3 I've had this idea for a High-Fantasy group RP for a while, aned since it simply won't leave I've decided to give it a shot - and myself another chance to try doing a group RP. Always feel free to ask questions, clarify, and even come up with ideas. Thank you.

The plot, is that for one reason or another, the PCs are all in one single group, part of a larger one that is investigating a number of assassinations, sabotages, and other nasty things that have been going on lately, in all three kingdoms. Without giving spoilers, all hell breaks loose, and the PCs must find a way to survive, regroup with leadership, and then help reclaim the world and peace.

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The most commonly accepted legend in the world of Kehra is that it grew from a single seed, planted by the gods - children of the dragons, the Sun and the Moon. And when it was grown, each of the five children left to live on their newly-grown home, along with the peoples that they were each caring for.

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The land is made of three lands, one for each of the people. The kingdom lands around Manaan, of the Tehen, are those of plains and hills. The World tree and the forests around are the homes of the Vetna, and the Large, western mountains are the home of the Demet - the better to retrieve their metal. The borders, while clear, are easily crossed in their peace, and it is not uncommon to find even families of Mixed Heritage in any of the lands The Landbridge to the east is unmapped and unknown, as more often than not those who venture too deep never return.
Tehen

The Tehen are the charges or Toria, he of seasons and change. They live in the plains, where the seasons move by unhindered. They build large, walled cities and small, humble farming villages, a testament to the flexible and diverse people that they are.

The Tehen tend to be, in average around five and a half feet in height. Their hair goes from dirty blondes to browns and blacks, their eyes having a range of blues to browns and greens.

Their godly gift is the season-borne. A not-uncommon gene in the whole of the Tehen allows a number of children in each generation to be able to control the seasons. Even in the diversity of the Tehen, they have odd coloring in hair and eyes. Reds, Oranges, blues, and greens beyond the norm.

Summer-borne - Manipulation of flames and heat
Autumn-borne - Control of the winds and force it holds
Winter-Borne - Control of Ice and water
Spring-Borne - Knowing the plants, and having their assistance

There is an academy in Manaan which is there to help season-borne who come into their powers learn control. Because should one attempt to make a flame dragon, punch too hard with the wind, create a ice spike in the midst of a fire, control too many plants.. the body will quickly deteriorate, if not be utterly destroyed
Vetna

The Vetna are the children of Yuria, she of nature and bonds. These beings live in cities built in the trees, inside the canopy from which they live with their family. Most places are ruled by a family, the leading Matriarch or Patriarch being part of a council, which meets and assists one another when the time comes.

The Vetna tend to be taller, nearing the six foot mark, and lithe. Their hair tends to be lighter blondes, slate, or pale browns with eyes of the forest greens and browns.

Their godly gift is that of a spirit animal, which reflects the inner spirit each Vetnan has. The animal is born at the time of the human, seeking out the newborn child. From there they live together, work together, and die together. They are linked by a bond that can never be broken in the cycle of life, death, and rebirth.
Demet

The Demet are the ones who follow Mordan, he of skill and craft, and mold in his image. They are strong, mining into the earth where they have a single, sprawling megacity named Domuro, which is constantly growing as they dig deeper into the mountains. Their godly gift is that of runes, around with their civilization is based. A runesmith can weave magicks into weapons, armor, most anything with enough skill, and said magicks garner different effects depending on which runes were used.

The Demet tend closer to five feet, much more stout and sturdy than other races. Their skin tends to be darker to absorb more of the sun when they go out, as well as to blend with their browns and blacks of hair and eyes, sometimes blending them into the stone of their home

A small sect in the Demet has even enough skill to create ranged weapons that blast with pure energy, golems, and other kinds of new machines.
In addition to the three gods of men, there are two other gods. One, the dark brother, is known only by the name "Kelak" and very little else - as if scriptures have completely erased the god from everything.

The Seccond, is Furia, of secrets. She resides in the ocean, where many treasures from many times are held. It is said that, should one find her, she will answer any single question that one would ask her - truthful and true to the most fearsome degrees.

Name-
Age
-
Race-
Occupation-
(Tehen Can be an Apprentice Season-Borne, Kingdom Soldier, Or Free Agent)
(Vetna can be a familial - hunter, trapper, bladesman - or a Free Agent)
(Demet can be an Imperial Soldier, Runesmith or Free Agent)
(In addition, one can have a specialty. Medic, Tactician, Scrapper, Diplomat, etc)
(For Example - Apprentice Spring-borne Medic / Imperial Shieldwall Warrior)
Looks- (A description, Picture, or both can be used)
Gear- (Two Weapons, One Type of Armor, some general survival gear, and personal effects)
(Demet can have a single rune on either their weapon, or armor)
Personality- (At least a few sentences for a general idea)
History- (At least a few sentences for a general idea)

Vetna will also give looks and personality for their animal companion

Well, if you read all that and are still interested, thank you! As always, feel free to ask questions, clarify, and give me some of your own ideas! Thank you much, and have a good day. :smile:
Name: Viola Persi (nickname Vi)

Age: 18

Race: Tehen

Occupation: Apprentice Season-Borne/Dancer

Looks: Vi stands at 5'5" with a skinny build that's all thin, trained muscle. It is, in short, a ballerina's body. Her eyes gold-orange, symbolizing her status as Autumn-borne even if her loud hair did not. Having been born at the very tail end of Autumn, Vi has streaks of pale blue mixed in with her red and orange hair. She typically wears orange or olive green shirts, tan breeches, and open-toed shoes. Wrapped around her forearms are a pair of bright red ribbons.

Gear: Vi possesses the very minimum of leather armor, with only her chest, shoulders, and a pair of boots with padding for her knees. She complains that she needs all the flexibility she can get. She was at one point given a full suit of leather armor, and threw most of it away.

Her weapons are the ribbons around her arms, which unraveled are three times the length of her body. As an Autumn-borne, she can control the air around her and when she unleashes those strong threads of fabric they can grab, pull, and throw enemies and objects. She can also use them to swing from place to place wherever there's a sign or tree branch to grab. Everyone underestimates her because she doesn't have an obvious weapon. When she pulls out her ribbons they're in for a surprise.

Leather pouch for water. Three changes of clothes, handmade by her sister.

Personality: A rebellious and impulsive kid, Vi doesn't do her chores - ever - and instead goes off in search of excitement. She's dismissive of her Master, and wont to play harmless pranks on Tehens in her village (harmless ones, like blowing skirts and putting whispers in people's ears). Viola is a jovial prankster when she's allowed to be, but when things get serious she shows her other talents: creativity and ingenuity. Without conventional weapons she has to think her way out of most situations, which she excels at quite well.

History: Viola Persi was born in a poor Tehen village positioned near a fortress. When she was born her parents weren't sure if she would possess the gifts of an Autumn-borne or a Winter-borne because of her hair. Either way, they had big plans for her. As soon as she gained some measure of control over her air powers she was sent away for an apprenticeship. Her parents were poor, and the modest village promised better living in exchange for Season-borne children. A reward for an act of chance. An act of chance that separated Viola from her parents when she was five.

She was then trained over the next thirteen years by a Master Autumn-borne, one who had learned great control over her abilities. She claimed that everyone needed an outlet to hone their gifts and Vi found hers in dance. All of her other teachings bored her, but whenever she was given her free hour of dance she let go and felt free.

Of course, the moment the dancing stopped she felt restless again. She snuck out to visit her family on a regular basis, them now living further in the city and doing much better. Her mother had a sister after she was gone, she discovered, but this one was not a season-borne. Instead she possessed a different gift: seamstress. All of her favorite outfits came from her little sister.

And then there was her other favorite hobby; annoying the upper class. While not having any of the powers of a Winter-borne, having that little bit of blue in her hair gave her a psychological edge, making people think she was some kind of mid-season super child. If she encountered a bully, they'd be afraid to fight her because they weren't sure how hard she could push back. Her favorite manner of messing with people, though, was sound. She learned she could project her voice through the air, making it sound like it was coming from yards away. Her Master could do more than just project sound. She could create it, weaving music out of the air. But that was one talent Viola hadn't figured out.
Name: Moradin Eirons

Age: 30

Race: Demet

Occupation: Runesmith

Looks: Moradin is the typical five-foot average for his people. It's difficult to tell if the bristly black hair and beard is naturally dark, or singed from his years at the forges. His skin is a rich, earthy brown. While he stands lower than any Tehen or Vetna, his average scale among his own people means he feels no intimidation from his smaller size when visiting the other kingdoms. Plus, his stocky build gives him plenty of confidence, knowing he can muscle just about any Tehen or Vetna in an arm-wrestling match. He often wears thick leather boots with steel capped over the toes, a leather apron, and short sleeves to prevent his arms from catching fire.

Gear: In battle, Moradin wears segmented Demetian armor over his chest and a steel battle skirt 'round his waist.

His rune hammer is primarily meant for creating rather than destroying, and he keeps it in his forge for safe-keeping. For a real fight, Moradin prefers the rarest of Demetian weapons: the Ironshooter. With three barrels and made from hard, forged steel, only a bulky Demet is strong enough to beast this weapon around easily. It fires three shots of dense, iron balls bathed in magical flame. He usually carries plenty of extra ammunition, but in a pinch, stones will do. But it does come with an unfortunate refractory period. Each shot only needs a second's delay before the next can fire, but after three shots Moradin needs to recharge the weapon with a runestone, a process that takes another thirty seconds each time.

Accompanying him wherever he goes is his faithful companion Zipper. Zipper is a prototype of some new Demetian runesmithing: the first true golem. His construction is simple, a mere skeleton of rods, hinges, gears and pistons. But the miracle comes in the rune stamped on the machine's head: the arcane symbol for life. Zipper isn't built for combat, despite his intimidating 7 feet in height (when hunching). Instead, he was built as Moradin's assistant, so his metal is almost completely heat-resistant and his sole purpose is fixing things. He's called Zipper because his chest cavity opens up and Moradin uses it as a storage compartment, storing his tools, weapon, and anything else that'll fit. He also has a handle on his back and a narrow spine so his master can ride him as an epic mechanical mount into battle.

Shortly after his creation it became apparent there was something more to Zipper. His head is just a ball with two glowing eyes, so he can't speak, but his personality still shines through. Zipper is inherently curious about everything foreign to his senses, and it can sometimes be difficult for Moradin to keep him close behind when outside of the forges.

Bedroll, cured/dried meat, flask of wine, tinder kit. Spare rounds for his Ironshooter stored in Zipper, along with a few simple forging tools.

Personality: Moradin has spent so much time in his forge that his people skills are the only things that need hammering out. He enjoys food and drink - especially drink - but rarely sees anyone else deep in the Demet city. Despite this, he's actually quite kind and talkative when with someone he trusted. Under most circumstances he'll speak to no one, but anyone who watches him with Zipper will think him quite the chatterbox. He doesn't like when people disrespect him for his stature, something than only happens in other kingdoms. He makes them respect him pretty quick afterwards.

History: Moradin Eirons was born into the typical life of Demet runesmith. It was a talent he took to and quickly mastered, gaining his own private forge before he was twenty. Unfortunately, being one of the best in the craft meant his services were called upon regularly. He spent so much time in his forge that he saw the light of the fires more than the light of the sun. It was a hard, lonely life.

Things got so busy that he soon felt he needed an assistant. Unfortunately, none of those young apprentices who applied for his service met his expectations. He had to think outside the box, and the answer came to him one day when studying some ancient runes, magic not used since the early days of Demetian existence, back when they were masters of wood and stone, rather than metal. A rune and a strange figure were shown there. A golem.

Moradin was hesitant at first, but his mastery of metal gave him confidence to proceed. His creation, Zipper, was a labor that took months to build, and when the final rune was marked on the body the machine sprang to life.

A bond formed between the two. Zipper looked up to Moradin - metaphorically. He followed the Demet's instructions flawlessly, but not mindlessly. As for Moradin, he now had someone to talk to, someone he could trust as a partner and friend.
Here ya go

Name- Reia and her spirit animal Yuki
Age- 16
Race- Vetna
Occupation- Apprentice Hunter and Scout, Overall general nuisance (slight kleptomaniac tendencies)

Looks- Reia is not that tall for a Vetna her age, infact she’s actually shorter than a Tehen would be at her age. She stands at only four foot nine inches and but maintains her races lithe appearance; with her sleek body, smooth skin and cute A cup breasts. Her slate gray hair is long, often kept up in an intricate series of U shaped tails when in cities, because if let down her hair drags on the floor. When she’s going out into the wild to…scout or hunt she instead puts her hair up in a high positioned tail. Her eyes is the brightest of emerald greens, often shining in dim light.

Clothing wise Reia wears cloths that don’t hinder her movement, so light shirts (that she only wears for Yuki), body hugging top to act as a bra, and similarly body hugging shorts. Generally she does not wear shoes, though to be fair she is far faster and quieter thanks to this.

Her spirit animal, Yuki, is a fox, small snow white, lovely almost gold colored eyes. Yuki is obviously a runt of a fox, and will generally be found either on Reia’s shoulder or hiding within her shirt, poking her head out and yipping at people who she doesn’t like (which is generally anyone that gets close to Reia…without giving her a pet first)

Gear- Reia uses a short bow and a dagger for her weapon. The only armor she wears is a leather and metal wrist guard so that her bowstring doesn’t hit her arm (but she can use it to block blades if needed) She will generally not go into the wild without a bedroll and a leather water pouch, but she always carries around a small collection of lock picking tools…for no particular reason… She also has a backpack that is ‘usually’ empty.

Personality- Reia is highly active and highly excitable, she may also be slightly sociopathic. She gets generally giddy when people fight and will often suggest attacks that cause a lot of damage to someone. This is also bad for her foes and the creatures she hunts because she will aim to put them down quickly…but in painful ways. Like shooting her arrow for the eyes, or stabbing the eyes…infact she tends to enjoy aiming for eyes.
But when focused Reia is an excellent scout and tracker, able to hunt her prey for days on end.

However Reia does have one major downside, she’s a kleptomaniac. Her fellow soldiers are generally safe from her thievery, but people on the street, nobles that don’t watch their coin purses, and anyones house she visits. Her empty backpack typically winds up becoming full of things that didn’t necessarily start out as hers.

Yuki is the vain protective spirit animal for Reia. She absolutely hates it when someone doesn’t acknowledge her before talking to Reia and will yip their ears off for doing so. She is also the main reason Reia steals things since Yuki is the one pointing out good targets and letting Reia know when people aren’t looking.

Reia is sexually innocent, though her and Yuki become particularly enamored by breasts.

History- Reia was not the most popular Vetna back home, she was constantly being approached and scolded for stealing things…even when she wasn’t the one to steal it. She was punished and reprimanded repeatedly ever since she was a child.
Her family tried to teach her not to steal, to give her other hobbies. She was taught to track prey, to hunt, to fire a bow with dealt precision. And while this worked as a distraction method it didn’t quite work out nicely as a ‘don’t steal’ method. That is probably why she was sent to the kingdoms to act as a scout. Her family hoping that the military would set her straight, make her stop trying to steal things.
It worked…somewhat, Reia no longer steals from just anyone. Just those who don’t pay attention. Its an improvement though.
Being a thief does have one bonus though, Reia tends to know where to get the best prices for things…especially things that aren’t necessarily hers.

Hobbies that doesn’t involve stealing things.
Well Reia dances, generally because dancing plays into fighting nicely as a good dance can be used to avoid deadly strikes. But also dancing is fun.
She also has a habit of climbing onto rooftops and seeing how far she can go in one direction before she can’t make a jump.
Hunting, typically she sticks to smaller animals for herself since she doesn’t need to eat much. But if she’s out with a group she will hunt larger animals so she can feed them too.
Name- Caelis Wolff
Age
- 24
Race- Tehen
Occupation- Free Agent
Specialization - Merchant

Looks- Caelis has pretty normal Tehen features. He's a bit taller than five and a half feet, and overall just looks like a Tehen. However, his uniqueness lies in the colors of his eyes and hair. They are relatively dark despite his autumn-borne blood. They look like a light hazel, but in the light look like amber. Kind of a mix of the dark browns of Demets, the orange of autumn bornes, and the pale brown of the Vetna, which betrays his heritage.

Gear-
Arming Sword
Whip
Iron Cuirass
Rucksack filled with basic supplies and bedroll
Family Ring
And of course, his small pouch of coins that he usually keeps tucked under his shirt

Personality- Caelis is a no nonsense kind of guy. He's usually thinking about what has to be done next and the best way to do it. So, he's typically serious, especially when it comes to work. However, the nature of his work also requires him to be amiable and social. Thus, even though he's diligent and serious, a lot of people see Caelis as a friendly guy who is full of smiles.

That said, whether these smiles are all authentic is a different story, but he isn't a hard person to get along with as long as you don't bother him too much or hinder his work. Just make sure that you don't go against his personal ideals and everything should be peachy as he generally is a pleasant guy. He just takes his work a bit more seriously than most other people.

History- Caelis was born to a merchant family of mainly Tehen descent. However, they live near the borderlands of the nation in order to provide ease of access to the different countries. This also explains the Wolff family's appearance. They have ancestors of various ethnicities as the family has historically traveled a lot and married to others outside of Tehen. Which gives the Wolff family mixed blood, which isn't that particularly helpful.

The typical traits of each race has been sporadic for the Wolff family. One of Caelis' great grandmothers had enough Vetna blood to have been born with a spirit animal, but wasn't particularly gifted at crafting nor was she gifted with the power of a season-borne. Then there was one uncle of Caelis who was a season borne, but also had the skill of a demet. These gifts were random and often skipped generations. Unfortunately for Caelis, all the gifts seemed to skip him and he was born without a spirit animal, had little to no season borne abilities, and wasn't gifted in making runes.

Still, this didn't really stop Caelis. Merchantry didn't need special gifts like that and his mixed heritage enabled him to understand people from all three Kingdoms equally and the cultures. Thus, his mixed blood helped him to continue his family's business. There was one saving grace though. The Wolff family had a family relic that had been created generations ago by Caelis' forefather. It was a simple ring with a small clear gem and rune that was engraved in it. The ring has a rune that would vibrate if there was bad intent towards the wearer of the ring. Depending on how malicious the intent is, the ring would vibrate harder.

If someone was telling Caelis a lie to try and rip him off from a few gold coins, then the ring would gently warn him. However, if he were travelling along the road and a group of bandits were nearby thinking about mugging him, then it would alert him and even wake him up if he were asleep. While not the most powerful rune in existence, the rune had helped Caelis numerous times in the past in his work as a merchant. It has also helped him to figure out who was trustable or not even when he was dealing with first time customers and strangers. Thus, he has gone around the three Kingdoms, successfully continuing his family's business despite his lack of godly gifts, and simply relying on the gifts of his family.
Still a WIP. Though I'm only going to be adding to the History and Personality for more depth.
Name-

Marikoth Ennorin and his spirit eagle, Armakek
Age-
18
Race-
Vetna
Occupation-
Free Agent/Assassin
Looks-
1968861501ec60670578d51b6f74232fcc17419c_hq.jpg

Gear-
2 Sheathed Daggers and a small assortment of throwing blades scattered around his person, Very light leather armor under his cloak. Small forearm braces, chest plate. Pack full of general survival gear including small bedroll, dry rations. Has a Necklace from his people before he left for good.
Personality- Mari is usually very distant. Due to the nature of his work, he often decided to keep Personal relationships at bay. He has a high moral code, which is rather ironic. He only kills people if he truly believes them to be bad and worth killing. While he can be bought to almost do anything, he is trustworthy.
History-
When Marikoth was just 14, he left his tree tribe and headed into the Kingdom. He had a disagreement with how the tribe was being run and left his family and everything to go on his own. He took his hunting skills with him and soon became a formidable assassin. Using his skills, he gained quite a reputation in the Kingdom. Someone hired him for a job he did not wish to take, so he took the payment and subsequently killed his employer. The employer was a powerful man, and he was soon the target of a manhunt. He got out of the city and has begun to lay low till the heat dissipates.
Spirit Animal-
Marikoth's spirit animal is an eagle named Armakek. When Marikoth is not on any sort of mission, Armakek will ride on his shoulder. Armakek is uniquely colored, just like Marikoth's eyes. He matches the coloring in the photo.
eagle-best-HD-wallpaper.jpg
Some things will change but wanted to have the bulk of it up ^-^
Name
Nuriel and his spirit animal Le'avi (Raven)
Age
24
Race
Vetna
Occupation
Free agent/drifter
Looks
ok He's about 5'9 ~ 5'11 and is quite thin but a sturdy build. He has light green eyes almost a baby green. Maybe there are flecks of gold in his eyes but not sure. His hair is a silvery color but it isn't straight, it has slight curls of sort. (Looks may change)
Gear-
light armor
Dagger - (Will be named later)
Sword - (Will be named later)
small pack that carries medicinal herbs, a water pouch, dried meats
Also carries sleeping mat and a small pouch of gold tucked away
Personality
Nuriel comes off as a strange person. Some times a little mysterious in his own way but thats because he keeps to himself. He's quite intelligent and is good at putting his own personal feeling and emotions aside around strangers. He feels he must keep himself guarded considering the fact that most people don't have good intentions. Beyond the wall he keeps up is actually a gentle loyal soul. If you gain his trust and friendship he'll be by your side til the end. Gaining that trust isn't easy but losing his trust is. He'll become more relaxed around people he's comfortable with and even show what he's truly thinking, his humor, fascinations and strange thoughts.
History
As a child Nuriel wasn't the same as any other kid around the city. Most kids had friends, enjoyed playing outside and just being a kid. Not so much for this Vetna. His mind wandered and question many things about life. Whether it was about their belief system, reasoning for living or why did people have to die in the first place. Of course for many adults it was unsettling especially when his view of the world was so grey. Nuriel didn't see anything wrong with his views. The world had a set order and you couldn't have one without the other.
The older he became the more his world felt small. His city felt like being in a fish bowl in the the middle of the ocean. He learned everything that he could from his kind but in reality it didn't matter. His views never changed and that feeling of emptiness was creeping in more than he wanted. By time he was 17 Nuriel made the decision to leave home and find his place in the world. At first his family was upset. None of his siblings had ever left and it was hard on them, but they couldn't stop him if they wanted. Being a drifter was tough at first but with his skill set and views jobs were easy to come by.
Name- Deckard Kane
Age- 24
Race- Demet
Occupation- Runesmith Scrapper

Looks- Deckard stands at the height of his people around 5 ish tall and fit build from an active lifestyle with the scars to prove it. Outwards he seems quite unkempt forgetting to or simply ignoring to keep after his looks mostly wearing worn out clothes and rarely bothering to shave or cut his dark hair. Although with some work the young man would probably be able to draw some eyes towards him with his high cheekbones, energetic smile and clear eyes that looks at anything without doubt, sadly the thought clearly eludes the man for greater interests.

Gear- Complete set of plate armour covers his body in a sleek design and of high quality as Dekard values the comfortable safety it provides against most basic attacks and strikes aimed at him. Along several of the armour pieces are signs of attempted rune smiting although none seem to be functional. And would look quite dashing if it wasn't for the many signs of wear and tear.
– Crossbow (runed) a curious design on this crossbow as it holds several strings and seems a bit bulky. But becomes fearsome as it's rune is powered and it's true design appears allowing it much more power in each shot with a self loading mechanism removing the worry of the users strength limiting it's use.
, Combat staff rough looking piece of equipment that does not seem like much until you hold it in your hand and feel how well balanced and easy it is to hold, Backpack with general gear, Mothers amulet and arm guard with family crest.

Personality- Deckard is a bit of an oddball at times as he focuses on things he tends to speak to himself and lose track of his surroundings. Curious to a fault and a bit blunt when interests collides with social etiquette but with some time taken to get to know him one would discover a softer heart within the distant thoughts, dreams and attempts to hide the personality driven behind them.

History- Being from a lesser family that has a strain of oddity in them but which has given a good knack for inventions. Deckard stands out in his generations for being even more reclusive and weird with his almost extreme fascination with inventions and knowledge. Put of by the more academical approach to research and limited by his family's low budget the young man quickly turned to smiting and scraps where he freely could look for many research objects and experiment if needed.
Name: Raython Caenholdt

Age: 26

Race: Tehen

Occupation: Tehen Legionary

Looks:
Spoiler
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Raython is rather tall, standing at 6'1 and a quarter inches with mahogany-colored hair and expressive bottlegreen eyes that always appear to be laughing. He has a thin scar marring the eyebrow over his right eye and another similar mark upon the chin. Though he prefers to be clean-shaven, he has, in recent years, allowed thebeginnings of a thin beard to grow in an effort to be seen as older than he actually is.
His build beneath the armor is unsurprisingly bulky, as one must be in order to bear the heavy plate and scutum-shield of the Tehen Legions. Both of his arms, when exposed, bear the insignia of the aforementioned faction hinting at his deep pride of being counted among their number. When dressed casually, he prefers the trim form-fitting garments of a Tehen nobleman touched off with a fox fur mantle during the winter months.Around his neck is a chain with a ring, an old memento of someone he once looked up to and admired.


Gear:

Armor:
Spoiler
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Raython can be seen most oftenwearing the standard veteran legionary uniform embossed in steel-plating. He has recently been promoted to this vaunted position, so his gear is quite untarnished and unproven to date.

Weapons:
Spoiler
6941e3b2794764f956da92ee590df918.jpg



Like most veterans of the Legion, Raython carries a ceremonial halberd and accompanying shield displaying their national colors. Though the two are carried together as a set, they are rarely used in tandem during actual combat. In situations that call for extreme offensive, they will drop the shield and two-hand the halberd. On the off-chance the Legion is put on the defensive, they will likewise scrap the halberd and focus on striking from behind the shield with their sidearmweapons.

So, why wield them together at all?

Intimidation and style.

Personality:

Raython is a man full of curiouscontradictions. He claims not to enjoy fighting, but has devoted his entire existence to the martial discipline of the Tehen Legion. His loyalty to his country and to those that serve with him are said to be paramount and yet he is not afraid to question his betters when forced to partake in the ‘dirty laundry’ of the state. Through all of this, he knows one fundamental truth: to die in the service of Tehen is to die in protection of the people he loves most in this world. The young son he left behind, his father the merchant prince of the capital, his two season-born sisters whisked off to the school to learn the ways of their gift, and of course, the gentle friend of his childhood who left behind only memories and a grave site in a field of cherry blossoms and grass tainted by winter snows.

As such, he takes pride in his work and to those he calls comrades, he is the dutiful and good-natured older brother. He is always quick to smile even during his most difficult times, for he knows morale and positivism are an armor onto themselves. Occasionally, when not on duty, one might catch him singing in the tavern or speaking to the owner of the nearest vineyard about the quality of his stock. His gentleness, however, disguises yet another contradiction: he lives by the sword.

History:

Raython Elias Caenholdt was born the eldest child of Joachim Caenholdt, a self-made merchant prince operating out of the Capital of Tehen. By the time he was six, he could read his letters, write, and do sums. He was also taught a fair amount of geography as his father traveled a fair amount to distant lands. Young Ray never did meet his biological mother, but he was blessed with a surrogate step-mother by the time he was eight, who gave birth to two identical twin girls: Mirsi and Fayne.

While the birth of his two sisters did bring him comfort for a time, it wasn’t until he was older that he discovered that he was lonely for want of a friend his age. One day, while tending his apprenticeship duties in the market, his father had a disagreement with another powerful mercantile lord. A fight broke out, and in the chaos and confusion, the rival faction managed to capture him and hold him hostage for ransom.

For the better part of four years, he was held captive by his kidnappers. They did not mistreat him, recognizing the value of their hostage, but neither was he treated particularly well. In the middle of his second year of captivity and amid the negotiations for his safe return to Tehen, his kidnappers captured a second hostage some few months older: a girl, waif-like and skinny, but upbeat and somewhat quirky.

They argued a lot at first, mostly to absolve the boredom and because it was what children did. During these sparring matches, Raython learned that the girl’s father was a commander in the Tehen Legion – a hero to his prefecture. Though she was a bit undersized, she had dreams of one day joining him and becoming a hero herself.

Together, they finally set their arguments aside and managed to outwit their captors leading to an escape. They ran for a long time, keeping their heads down by pretending to be brother and sister, trusting no one. After a month of running, the girl finally managed to get word to her father. They were rescued a short time later.

After returning home, Ray found adjusting back into normal life a distressing affair; everything that had once been familiar to him had since been torn away. Worse still, his sisters would soon be leaving to learn about their gifts.

What was left for him there?

He kept in close contact with his friend and discovered that soon she would be leaving for training with the Tehen Legion as had always been her dream. Inspired by her passion, he followed. On the fortnight before their graduation, he proposed and she accepted. They would join in matrimony after graduation and assignment.

The next three months passed in a dream, and the wedding itself transcended more than just a dream.

But their happiness would not last. The birth of their first child weakened his lover and soon made her susceptible to the illness that eventually claimed her life. It was his first powerful lesson: no matter how strong you are, sometimes there are things you can’t protect with a sword.

He buried her in a secluded cove outside the capital and returned to duty the next month out of determination to live out the dream for them both.
OOC Rules:

Drama happens, but please refrain from taking anger out on another player. We're all here to have fun. The only other rule is just that: Have fun! :smile:
 
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@Decimate, three things: 1, the scar in the pic is on the left side of his face, not the right. 2, can't read the personality or history. And 3, do you have permission from @Mythy the Dragon-Wolf to join?

If so, welcome aboard. Just don't think I saw you on here before and signups are closed.
1. Can't answer that. A guess may be creative license
2. Highlight it, or maybe check it out in the roster. I am on dusk and that color seems to blend perfect to the background
3. Yes he does. I had tagged him in an earlier post regarding incoming characters, but it was easily forgettable at the time, I think.
 
@Decimate, three things: 1, the scar in the pic is on the left side of his face, not the right. 2, can't read the personality or history. And 3, do you have permission from @Mythy the Dragon-Wolf to join?

If so, welcome aboard. Just don't think I saw you on here before and signups are closed.
  1. I did not intend to describe the picture and altered things as I saw fit in my written description (i.e. the eye color, scar positioning, amount of scars ect). The same goes for the uniform, which was also discussed with Mythic OOCly as we tried to find a close match.
  2. Mythic told me the same last night. I'm not sure exactly what is going on with it. I have experienced trouble formatting when I transpose from Word where I do most of my writing. This time I did everything in Iwaku. I'll run through again and see why it's acting up on certain colors.
  3. Yes. I was invited to the roleplay elsewhere prior to it becoming an interest check. I simply told Mythic that I would not be able to respond until after the New Year due to workload.
 
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@Decimate, yeah, Mythy kind of told me. Sorry if I sounded rude.
 
@Quiet One

No problem. I also believe the problem with the colors might be fixed. I tried it a short while ago on dusk and night after refreshing the color palate and it shows up. :)
 
Yeah, it shows up now. I read it before hand, but I had to highlight it all and that was a pain in the ass. Also, you're one of the few people we've got who's actually a trained soldier...knight. Guy. Most of the rest of us are mercs, tradesmen, travelers, or newbies.
 
Indeed. Also the only real tanky person (other than maybe Zipper)

I'll advance the story and introduce @Decimate either tonight after work or earlyish tomorrow.

@Heyitsjiwon quick question, would the Wolff family have their own guards or runners or such? I think, if so, that could be a decent way for the group to end up together and move along. Having everyone end up with that caravan.

Hmmm... -goes off plotting-
 
Yeah, it shows up now. I read it before hand, but I had to highlight it all and that was a pain in the ass. Also, you're one of the few people we've got who's actually a trained soldier...knight. Guy. Most of the rest of us are mercs, tradesmen, travelers, or newbies.
I played a tank in one of Mythy's other GM'd rps sometime ago. He asked if I'd like to reprise the role here. xD
 
Yup, at least a few people on payroll for sure. Mostly people to help load cargo and to transport things/take care of the horse, but there should be a few guards split between watching the house and the warehouse. They're not a huge conglomerate, but they're a very well established family business on its way. Maybe in several generations they would be starting to look like this world's Medicis if things went well.
 
I hope that that works for you all! :D
 
@Mythy the Dragon-Wolf My post should be up tomorrow. I apologize to everyone in advance about the length. I was catching my character up on the events.

@Heyitsjiwon Do you care exactly how many guards are on the payroll? I want to be sure before I go overboard on liberties taken in my post. I think I referenced at least 6-7 in my post.
 
Not particularly, but I think Mythy implied 3 in his post.
 
Not particularly, but I think Mythy implied 3 in his post.
+ @Decimate

I can see where the implication was, but I just want it on the record that I don't mean to limit that number.. unless it gets unreasonable. :smile:
 
@Heyitsjiwon @Decimate @Quiet One @Sairen @Boba Fit @Silvir @Kraveing_Volkf

Just would like my posting scheme on the record. When we're in combat or a similar thing as we are now, I'll advance once everyone has posted or a week has passed since my last post.

When we're in more social situations, or other more open times, I will likely post every few days to help advance those waiting on an NPC or other GM workings, since then there is more back and forth between players.
 
ok ^^
I'm going to assume that the run is a typical 'fight' rp where each person should only post once per 'round' during combat.
 
ok ^^
I'm going to assume that the run is a typical 'fight' rp where each person should only post once per 'round' during combat.
Yup yup, pretty much. Some back and forth banter sometimes is appropriate, but in general during combat and similar is run in 'rounds' as you said, with one post each :-)
 
@Heyitsjiwon

Just a gentle poke, I'm waiting on your post to advance your part of the story with the others. :smile:
 
Haha, no worries. Just wanted to give a heads up. Post comes either tomorrow or tonight if I can't sleep :-3
 
On the advice of @Quiet One ...

@Quiet One @Silvir @Sairen - since your mission cannot be done (which, from what it seemed, was to find the leaders) I'd appreciate perhaps you guys finding a way out of the city. Something mayhaps like the sewers, or just to the north gate. So I can keep you all together and make the story stay smooth.

As well, @Boba Fit @Quiet One @Kraveing_Volkf - I added the detail that the gate is opened with a wheel that winches it open. It is manual but rune-assisted to move quicker. As well, there is maybe 20 or so soldiers, and 50+ of the enemies. The enemies are not pushing forwards, just blocking the gate. Ypu can't get a concrete number from the rooftops due to how many are there.

I really need to get better at crafting posts. >< Apologies for any confusion or anything.
 
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