The Legend of Renalta (Updated: 03-06-2016)

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Still here mate
 
i'm not even real
 
I'm still around. I'll finish off the collab when I'm not on my phone. Currently packing my life into black bags because I'm moving home in like...4 hours.
 
I am a thing that is active.
 
I am alive, and I'm working on the IC post as we speak.

PS: If there's any confusion about the post.

He dreamed for the first section, and was awake the other section.
 
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Legend of Renalta now has a Discord Channel, where you can talk with other players, strangers, or the GM whenever you'd like. Link here. :ferret:
 
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Entry Point: Book 1, Druid's Coven.
Name: Sanctus Reveniens (Original name long forgotten.)
Age: 65 at time of death.
Sex: Male
Appearance:
0beaaa22f4294f8008b20a5c714f954d.jpg


Fate looks you over, and nods with approval. She starts to design your body, and motions to you to continue inputting further information.

Strengths:
  • Deathtouch: Sanctus is a wraith in just about every meaning of the word. His touch drains life, prolonged contact is invariably fatal. Though magically protected beings are typically immune.
  • Immaterial: Sanctus cannot be harmed with merely physical objects, but silver or magic (including enchanted weapons) harm him just fine. Additionally, mere physical barriers are no obstacle to him.
  • Terrifying: A living representation of fear. Few living souls wish to face a wraith.
  • A Light In Dark Places: Sanctus carries a lantern of souls, souls collected from those who trespassed on the domain of Kiune with the intent to violate that which she guards. In addition to being an ethereal light that is quite bright. He can, if necessary, command souls from it to animate corpses nearby as a necromancer might. These zombies do not last long, their souls always returning the lantern after an hour, the bodies crumbling to dust. The Light may also reveal hidden things and dangers along the way.
  • Possession: As with all spirits Sanctus can possess the living if required.

Weaknesses:
  • Immaterial: Other than his deathtouch Sanctus cannot physically interact with the world without possessing someone.
  • Unsettling: As one might expect, when Sanctus speaks his voice comes from beyond the grave and is unsettling for mortals to hear, a fact compounded that his voice brings the smell of graveyard earth and sets the lantern he carries to sobbing.
  • Severe Vulnerability to Magic: While virtually invulnerable to mundane weapons from a clenched fist to a trebuchet boulder, the touch of magic or silver is terrifically painful to him.
  • Provocative: For some reason the more religiously inclined tend to throw around the word 'abomination' a lot as well as more colourful versions in his presence. His favourite is exorcisms, but it turned out that trying to turn the head of somebody he was possessing 360 degrees is invariably fatal.

Fate nods with appreciation, and ushers you to the final section. She then slips beside you, and whispers you to be careful about what you wish your life to be: It will have long lasting consequences, and may mean the difference between whether or not Kouri will accept you...

Kiune the Druid:
Biography: Prior to his death Sanctus has little memory of who he was, but Kiune did tell him the manner of his death, he had been a poacher who had crossed into her lands seeking a great deer for a trophy, however he died accidentally and Kiune raised him as a Wraith to serve as a guardian of her lands for some time, and when somebody worth is in need, as a light to guide them through the forests safely.
Those few bandits who plague her lands however know him as a death that stalks those brave enough to raise axe or bow against the nature within her influence, for his touch is death, and those the lantern raises are the last straw to make them break and run.
Motivation: Kiune feels that it is only right for Sanctus to join in on the quest, for his own redemption under the promise that if he aids Kouri to the end of her quest and sees to its success she will allow him to pass on and cross the threshold to whatever afterlife awaits him and for another lost soul to take up his Lantern and guard her forests.
 
Okay, since Snakey punted his second character slot off to me (with Brovo's approval), I've now added my second character sheet to my original CS post because I gotta use that sweet first non-GM post real estate for something, right? Here's a link for expedience.
 
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Name: Nar'She
Age: I just am
Sex: Male
Appearance:
4193086-3943717382-Assas.jpg


Strengths:
  • Formless: She still retains his ability to shapeshift. His shapeshifting is based on his self-image, as such, anything that disrupt or confuses his self-image would potentially prevent him from using it.
  • Divine: She still retains some measure of his divine spark. With it he can issue order to angels, although only the lowest ranks would obey.
  • Divine Compass: Travel was one of the Domains that She was active in. Even fallen, She still retains a knack of skills involved with travel, most notably is that he will always know where the four cardinal directions are and navigating with a map is a cinch.

Weakness:
  • Uncanny Resemblance: While Nar'she could mimic someone's appearance, a side by side comparison would quickly out him as the imposter.
  • Amnesiac: The process of Fallen had scrambled She's memory. All memories are nothing definite, beyond hatred to the Gods and that Kouri was an old enemy.
  • Soulless: As a god, Nar'She is a being without a soul. Now that he's fallen, She is still a soulless entity but without the sheer power that had provided safety from errant spirits. This made him vulnerable to possession.
Kiune the Druid

Bio: Nar'she was a god of Travel. Much like the other gods, he had a flippant attitude in dealing with mortals and often would play tricks on them whenever he was bored. The tricks were mostly minor as leading them down the wrong path unless it was during one of his meaner mood, however he often did not discriminate on his victim and, as such, he would often earn the ire of other gods. Once, She played a trick on a convoy that so happen to be the funeral procession of the King of God's priest. The resulting delay to the burial rite had angered the leader of the gods and he convinced the rest of the gods to cast the offending god down. She found himself in the wilderness with nothing but a wekened power and jumbled memories along with the certainty that his situation were the fault of the gods. He wandered the forest, making his way to civilization while planning his revenge. She was found by a certain Druid while he was deciding the bearing to the nearest civilization. After some discussion, Kiune decide that if the fallen god wanted to try to fight the gods anyway, why not have it that he'll at least be helpful for Kouri's quest and send him her way. Complications can be dealt with on their own.


Motivation: Revenge against the gods
 
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Windervina Zenoftuir
AKA
Windy Goldfingers

Entry Point: Book 1, Druid's Coven.


Age
87

Sex
Female

Race
Half-gnome

Appearance
Full-sized image here. Credit goes to my good friend, Val, for custom-made character art.
Height: 4’8’’ | Weight: 65 lbs


Strengths

Magic Lyre
When Windy plays her lyre, whichever song she is playing at the moment will summon a tidbit of magic. It can be used to aid allies (inspire them, help conquer their fear) and can be used against foes (discourage them, amplify their fears). In rare occasions where Windy might be in a life or death situation, her desperation can summon a bit more magic to create illusions – however, those take a lot of energy and she would not be able to perform more than 1 high spell without a long rest, maximum of 2 low spells after 1 high spell. Between short rests, Windy can perform up to 6 low spells.​
Ooh Shiny Blade
While on a pirate ship, Windy became proficient in most short-blade weapons (short sword, rapier, scimitar, daggers…) but her favoured weapon is a scimitar. It has been passed down generations in her friend’s Yagerry’s family, it has foreign symbols and writings on the pommel but she does not know what it means.​

Gnome heritage
Despite her silliness and light-heartedness, Windy is extremely intelligent and can discern stealthy magic users and is not easily phased by magic. She also possesses dark vision – though because she is half-gnome, she can see 30 ft in pitch-dark instead of 60 ft.​

Veteran entertainer
For several decades, Windy has travelled many lands, and has connections and loyal acquaintances in almost every major city. She is well-liked by most of the crowds, as her music can send even the most stoic of soldiers into a comforting, gentle lull.​

Out of sight, out of mind
Because of her small size, Windy can easily slip away without being noticed. She carries a set of random disguises and when she has the time, she can disguise herself and perform. She can also imitate various accents on commonly used phrases.​


Weaknesses

Worldly Traveler
Because Windy has traveled a lot, she does not have a permanent home and has no “permanent” friends or connections. By nature, she is not a solitary person but ends up being alone most of the time. This also causes Windy to live one day at a time, since she has no stable source of income (she makes good coin anytime she performs).​

Exhaustion
Because magic saps her energy, and every time she plays her lyre a little bit of magic is performed and despite her many decades of performance, Windy still cannot fully control the flow of magic through her lyre. She can still join in combat, but she will be a bit more sluggish and won’t be as effective.​

Gnome heritage
Her small size (though above-average for regular gnomes) prevents Windy from being fast-paced, and she has below-average human strength. She can also be physically over-powered by almost anyone. In regards to being affected by magic, this also means healing magic will not have its full effect on her compared to others.​

Wisdom in age
Despite being almost a century old, Windy is not very wise (compared to her above-average intelligence) and has a tendency to rush into things instead of thinking them through.​



King's Rangers or Kiune the Druid?
King’s Rangers

Biography
Windy was born to a gnome mother and a human father. Until she was 35, she lived in a village in another kingdom with her mother. Her father was just a passing pirate or sailor, depending on which drunken story her mother told her. Her childhood was quiet but she faced a lot of discrimination because of her larger size – most gnomes are no taller than three feet and a few inches, but she grew up to be much taller than everyone she knew. Her mother had also been a bard, a long time ago, and so Windy inherited the family lyre. It was beautifully crafted, from a magic tree many centuries ago.​
When Windy left her home behind to go on adventures (as pressed by her mother), she decided she needed to see more of the world and embarked on a journey on a pirate ship. She had never heard of a gnome ever leaving their mountains, and was well aware that their race was slowly dying. She trekked many days until she reached a coastal town. She worked in the local tavern for a year or two, enough to amass a nice sum of coins to finally embark on her lifetime’s adventure. There she learned a lot of the human culture, of the other, more populated land, until she finally met a bunch of pirates who accepted to bring her on board, so long as she kept them motivated and happy with her magical music. Another year or so went by, and despite not being a pirate herself, Windy found herself enjoying her new life and decided that her mother had been right: she needed to be out there, to meet strangers and learn new songs and stories. She learned swordplay, how to handle daggers without cutting off fingers, and the art of deception. This is also where she stopped being “Windervina” and became “Windy”. Once she reached a new world, having nowhere to go and basically being a very visible foreigner, she stuck around another female pirate, Yagerry.​
Yagerry became Windy’s first and only true friend. Together, they traveled in merchant caravans and paid their fare with their earnings from taverns. Windy would play music and enchant the crowds, and Yagerry would flatter men until they took her into their inn rooms. They both mastered the art of disguise and entertainment. For over a decade, they roamed the coast of the new continent, Windy not looking a year older than when she had left, but Yagerry slowly aging like any regular human. Despite neither of them wanting to settle down, soon Yagerry was about 45, they agreed that it was time for them to take a break. They settled in a large city, and they would live off Windy’s wages from performing. The half-gnome missed their more upbeat life, but she could see her friend’s body could not keep up. Barely a year after they stopped travelling, Yagerry became increasingly sick, coughing blood and bleeding at odd times during the months. Windy, carefree as she was, shrugged it off to Yagerry’s promiscuous lifestyle. But she never got better – and as Windy turned 53, Yagerry passed away painfully in a sea of red. Her ancestors’ scimitar was passed on to her only family left: Windy.​
For the next thirty odd years, Windy travelled alone and promised to herself she would not befriend anymore humans. Leaving the coasts, she went through many great cities, staying until she felt she was getting too attached to the patrons of taverns in which she performed. She became known as Windy Goldfingers, and it was during a rather quiet night that she first heard the full myth of the princess Kouri, retold by a local jester. Slowly, over the course of two years, Windy remained in the same city but frequented all the taverns and pubs, almost becoming obsessed with fascination for this mythical princess. She needed something to fill the void of her existence – what else can someone do when they are almost 90 years old, and still have a lot of time left? Go on another adventure, of course!​
She was about to give up ever finding out more about her, when she heard a couple of drunk men talking about her. They weren’t referring to the myth – but to the princess herself. Desperate, Windy worked her magic lyre on them for hours and made them talk. She learned they were some sort of rangers, and so she convinced them to recruit her. Barely a few days later, she got the notice that she would be joining on the princess’s gang of misfits. Packing all her things, Windy Goldfingers left with her heart filled with the hope of, finally, her lifetime’s adventure.​


Motivation
Windy yearns for a new adventure, perhaps her last but greatest one. She wishes to witness the mythical princess’s journey to greatness and be the one to sing about it across the lands.​


edit; Kouri plushies ;D​
 
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Entry Point: Book 1, Druid's Coven.
Name: Grothnor
Age: 23
Sex: Male
Appearance:
orc_by_saadirfan-d5tk5hm.jpg
Sauce: Orc

Strengths:
Pit Brawler: Trained to fight from a young age, Grothnor is adept at fighting and has the scars to prove it.
Strong: Grothnor is strong for an orc, and that's saying something.
Agile: Deceptively fast, Grothnor is quick with his strikes and parries.
Obedient: Trained to perform on command, Grothnor will obey orders from anyone who he considers his master to the letter, even if such orders come at the cost of bodily harm.

Weaknesses:
Low Stamina: Though he is extensively trained in combat, he rarely had to fight for much longer than a few minutes at a time, and has never really exercised his stamina.
Uneducated: “Why teach anything to someone who may die tomorrow, save how not to die? You don't need to know your letters to kill or to fuck.”
Intimidating: Between his scars, size and his orcish heritage, Grothnor strikes an imposing figure, even when he does not intend to, often leading to ostracism and mistrust from strangers.
Light Armor: Having been trained in the use of gladiatorial armor, which is mostly ornamental, Grothnor relies more on his reflexes to avoid damage.
Anger Issues: Like most orcs, he will lose himself in a rage if injured by an opponent. Though he has some training to resist it's onset, if it happens, little can stop him from killing his injurer and any in his way.


King's Rangers or Kiune the Druid?: King's Rangers
Biography: Grothnor was born in the slave pits of the Free Holds. As a healthy pure-bred orc, he was prized among the slavers as a fighter. Trained from youth how to wield a blade, he first saw use in the armies of his hold, fighting in a unit of slave-berserkers, meant to charge head-first into the enemy line and cause as much damage as possible. Few orcs lived beyond 18, but Grothnor did, relishing in the power of taking lives. Those orc berserkers who survived to adulthood were sold off to gladiatorial trainers and used to fight in the pits.

In the gladiatorial school, Grothnor had to unlearn many of his methods of fighting, such as blindly charging in and giving into his rage. Though some of the things he was taught were meant to provide more entertaining fights, they overall made the naturally talented fighter into a skilled one. After earning a small name for himself within the fighting pits of his hold, he was purchased by the King's Rangers.

Motivation: Grothnor has been promised his freedom by the King's Rangers, on the condition that he serves his new mistress to her satisfaction. Grothnor doesn't yet know what he'd do with freedom but is more than willing to take it.


Kouri Plushie
 
@Kadaeux Sanctus approved.

@Jorick Ignas denied for the following reasons.
  1. Arcane Defense: No, just no. Hard denied. This is a really awful attempt at trying to dodge the "mages can't anti-magic" rule via loophole. Won't work. Not on my watch. Sorry. You're already asking for cursory knowledge in pretty well every form of magic that exists, atop mastery of fire and air, and you want anti-magic "magic that stops magic" runes? C'mon now. :ferret:
  2. Anyone who tampers with magic can detect magic, so I'll just assume "magical perception" is a flat buff to that. Which would be fairly reasonable given multiple lifetimes dedicated to magic.
  3. That's it really. Everything else works, Bio's fine.
Shouldn't be too hard to fix this sheet, just tone the power down. Cursory knowledge of essentially all magic, speaking all tongues, knowing how powerful mages are by simply looking at them, and attempting to defy the anti-magic rule with runes is a little much. I'm fine with older, stronger characters, but not too strong, else they draw too much attention to the party, and then bigger fish will arrive and fuck everyone up. :ferret:

@Alphakoka Sheet unfinished.

@RedWillow Windy approved.

@Grothnor Grothnor approved.
 
@Jorick Ignas denied for the following reasons.
  1. Arcane Defense: No, just no. Hard denied. This is a really awful attempt at trying to dodge the "mages can't anti-magic" rule via loophole. Won't work. Not on my watch. Sorry. You're already asking for cursory knowledge in pretty well every form of magic that exists, atop mastery of fire and air, and you want anti-magic "magic that stops magic" runes? C'mon now. :ferret:
  2. Anyone who tampers with magic can detect magic, so I'll just assume "magical perception" is a flat buff to that. Which would be fairly reasonable given multiple lifetimes dedicated to magic.
  3. That's it really. Everything else works, Bio's fine.
Shouldn't be too hard to fix this sheet, just tone the power down. Cursory knowledge of essentially all magic, speaking all tongues, knowing how powerful mages are by simply looking at them, and attempting to defy the anti-magic rule with runes is a little much. I'm fine with older, stronger characters, but not too strong, else they draw too much attention to the party, and then bigger fish will arrive and fuck everyone up. :ferret:
Haha, fair enough man, I was intentionally pushing the envelope on power to see what sort of bullshit I could get away with due to elf age shenanigans. I had a feeling Arcane Defense was too much bullshit to be allowed, but I had to give it a try. :P

Limited his cursory knowledge of most magic to 5 schools (2 mastered, 3 with cursory knowledge and parlor trick level skills), retooled Arcane Defense to be a slightly less limited boost to defensive uses of air magic specifically, and Magical Perception is indeed meant to be just a flat buff to magic detection skills (which I was just trying to describe, not add more features to, lol). That ought to be enough to tone down the overpoweredness I had going.
 
@Brovo Bit dark of a character here. I was definitely still in my "Batman" phase when I wrote him a year ago. Suffice to say he will play out more lighthearted than he appears.



Entry Point: Book 1, Druid's Coven.
Name:
Nurgui (In the lands of his people, this is actually a twisting of the phrase that means “no name.” When he and his sister were captured she told the raiders this name to protect him. As time passed and the memories of his life before slavery and the name it carried eventually faded. Nergui became his name to others and even to himself, a meaningless name for a meaningless man.)

Age: Roughly 680 years. Nurgui “celebrates” his birthday as the coldest and hardest night each year. Naturally, this day is only cemented after the fact, when the world warms and the flowers blossom; it is then when Nergui looks back at what he surmises to be his birthday and says, “…shit.”
Sex: Male
Appearance: (The chap on the llama. Ezekiel would be the dwarf on foot. Kouri plushie located in knapsack.)
dwarven_llama_rider__mongol_style__by_jordylakiere-d5tcywy.jpg

Photo credit: JordyLakiere, dude is phenomenal. He even has an animated print.

3'2" and full of furry. He smells of cinnamon, stale ale, and musk ox.


Fate looks you over, and nods with approval. She starts to design your body, and motions to you to continue inputting further information.

Strengths: (What do you do well? Below are three examples. You can have as many as you like, but remember that the more strengths you have, the easier it will be for you to enter Godmoding territory.)
  • Postman’s Promise: Lukaratrixadravstia, or “Lux” as he is often referred to, is a small bat from the salt mines which held Nergui in its thralls for years. As a slave he, like the rest of his cohort, had always sought the medical attention of a winkled old man whom had been tied to a post for the better part of a century by the guards of his camp. The “Postman” as he was called was a shaman of some sort who claimed—between babbled nonsense—to have hailed from somewhere in the Amazon. After a cave collapse which rent off Nergui’s left ear and much of his shoulder and neck, the postman’s cure was unorthodox at best. Nergui was sent off to find a particular patch of blue salt covered in bat guano found deep in the network of tunnels the miners had built. Upon its retrieval, the postman promptly blew the foul smelling business into Nergui’s mangled hole where an ear once was. The postman found this all to be great fun and had quite the psychotic laugh at Nergui’s expense. Yet, while the black magic remedy did little to heal the unsightly wounds, Nergui discovered he had developed a perplexing ability to understand bats. To say speak their language would be remiss; it was a much more ethereal connection. He felt what they said and could picture their fears, desires, and emotions. Nergui could empathize how wide a room was at a given location by how long the bat had to wait before it heard its own echo or whether it had been attacked by the adrenaline in its voice. During Nergui’s fervent escape from the mines, he found Lux, a spice bat. Though he had originally intended to eat the creature, Nergui discovered he had the strongest connection he had ever felt both in communication and companionship with this small furry animal. The small bat has since never left far from his side—quite literally, as he snuggles just under Nergui’s left chest during the day and serves as a constant scout at night. He is also cute and fluffy which has never hurt anything.
  • Gold sense: In line with his dwarven nature, Nergui can almost literally smell gold. He can roughly sense its location, amount, purity, and whether someone’s grubby hands have been on it lately. The general business of thievery is made much easier by this, but so too is calling both rich and poor on their bluffs.

  • Shaman: A knack for the ‘natural majiks.’ Nergui focuses most of his charms, enchantments, and traps in the form of hand carved talismans and totems. His unorthodox spells focus on area of affect and entrapment.

  • Voodoo: Magic has many dark secrets, and Nergui is a curious sort. Juxtaposed to his magic of nature, this black magic is anything but natural. It is a fickle and dangerous thing, which Nergui seldom uses beyond closed doors. But whispers pay no heed to walls.

  • Crossbow: Though tiny by any standard, Nergui has serious dwarven strength. He carries a stout crossbow which he can draw by hand, a feat of true power. Though a standard bolt can punch through the finest of armors, his ability to load totems onto bolts is his greatest contribution to the fight at range.

Weaknesses: (What do you do poorly? Below are three examples. Note that mental weaknesses are not as strong as physical ones. You can have as many as you like, but remember that if you cripple yourself with weaknesses, Kouri may feel too much pity to allow you to join her.)
  • Voodoo: Naturally, gods and men alike are often averse to the stuff. But the minds of men can often accept dark actions for good purposes, but the gods… well fuck the gods.

  • In his own world: Nergui has never been one for social graces. He has spent far too much time alone wandering the mountains aimlessly with nothing but a bat for company. So accustom to his isolation, he often speaks aloud to himself (or his bat) without the realization that others can hear his private 'conversations.' This fault has started as many fights as it has given away secrets.

  • Bone for Bone: Much of Nergui’s magic comes at cost. While many spells can suffice with the wood, the bone of trees, it often requires a more animate form of nature. Ideally, this totem component comes from corpses; other times the bone needs to be a bit livelier. Either way, most decent folks don’t appreciate watching femurs become ammunition.

  • Glutton: Good ale and anything that sparkles often catches the eye and the heart of this dwarf. He is a hoarder of generally useless items that may or may not serve a purpose for an unknown spell three years from now. He is loaded down in hard-won trinkets, often at the expense of things like food or water. Who knows what he would give for a bottle of gypsy tears.

  • Wee little arms: Frankly, a dwarf is at a disadvantage in standard sword-swishing combat. When faced with it, Nergui only has the real hope to close the range and grapple lest he be bopped, punted, or flayed at knee height.

Fate nods with appreciation, and ushers you to the final section. She then slips beside you, and whispers you to be careful about what you wish your life to be: It will have long lasting consequences, and may mean the difference between whether or not Kouri will accept you...

Recruitment: King's Rangers
Biography:
His father was a Free Holds merchant, or so he supposes. He was captured by raiders at a young age along with his sister. Once sold into slavery, Nergui worked in a salt mine quarry for years. His sister was broken, partially by men, partially by separation. She became a hollow silhouette of a person. She didn’t giggle or smile or exist anymore. Rumors were that she killed herself in the mines but it had been 40 years of service and she had faded from Nergui. He did not investigate her being alive or dead. Whatever had happened to her, he knew her mind and soul was already in the next life and waiting for him.

The new light of his life was Ezekiel, an orange bearded dwarf with light blue eyes. They always looked like the infinite sky, the only concept of freedom the slaves had looking out of the canyon quarry in which they were pent. Ezekiel brought life to Nergui’s world and a purpose for living. They always said that one day they would be free and own their own mountain. Together they would look down at the world and see all there was; no longer would they be in a hole looking up at nothing but blank sky.

One day, after decades of backbreaking labor, their freedom came. A raid of unknown cause or conviction swept the quarry. They were black figures howling and cackling in the crisp night sky laying waste to slaves and guards alike. Both Nergui and Ezekiel broke free the chaos and found their escape; a rope line that the fowl creatures had used to descend into the quarry. Nergui took the lead and ascended the 300ft rock face with Ezekiel close behind. As Nergui pulled himself over the cliff he felt a breeze. It was the first breeze he had felt in years and it tickled the length of his spine and set his mind alight. Enthusiastically he turned to pull Ezekiel, his soul mate, out of the hole that had been their dungeon for so long. Gleefully, Ezekiel stretched out his hand and slipped. Just like that. After 300ft of climbing. After years of love. Ezekiel slipped from the rope and plummeted. There was nothing that could be done. So stupid, so insignificant, so avoidable and yet so indicative of the condition of life.

Nergui fled the massacre as any creature with instinct would. For years he wandered lost in the desert. Perhaps the only thing that kept him alive was a bat which he had captured in the chaos to eat later as fresh meat. The pair shared something. While the gift of the “postman” (see unique trait) gave them a semi-telepathic bond, they also had shared history. They had both only know life in captivity of the ground. Both had lost all of their loved ones in that fray. And, most importantly to Nergui, both had seen Ezekiel’s fall. This bat was the only living creature that knew the pain of that moment. Through their bond, Lux had felt it in a way that words could not convey. This bat was Nergui’s sole hold on sanity in a world of deaf sand.

Eventually Nergui made it to the far north of the Free Holds. He made his home in the mountains there and banded with the free tribes of that region, learning their magics both dark and light. He explored the region relentlessly, often venturing beyond the territorial claims of any kingdom. All these things he did in order to find his mountain… their mountain.

His travels sent him to the edge of the earth, where the magic cast upon the land created an invisible wall that no living man could pass. It was to this destination that Nergui found his employ as a guide at the behest of nobles from far off lands. They all wanted to see where the world ended, but for Nergui it was the place where the world began. In the far off distance on the other side of the wall loomed the largest mountain he had ever seen.

He would have it. One day, that mountain would be his and all those in his way were the enemy. Again, he was a slave in a quarry, looking for a way out. But this time his slavers were not mortals, they were gods. Yet, who were they to deny him the promise he made so many years ago? He would find someone who could be his rope line from the cage. He would find someone who could defeat the gods.

And so he did. From the whispers nobles he learned of their existence. For 40 more years he traveled across deserts and seas until he reached them, the Kings Rangers. They were the last hope, the only dissonance in sea of blind piety.


Motivation: "Topple the gods. Break the barrier. Take the mountain." The mantra that his lips repeat every time he takes to sleep.

As you finish writing information, Fate snaps her fingers, and the scroll you were writing upon vanishes. Darkness wraps around you, and you are born into the mortal realm, without any previous memories, to begin your life...
 
Amaia has reached maximum angst levels. If anyone wants to try to comfort her then they're welcome to give it a go via collab. :P
 
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