Banner by Co-GM Rusty4297
Vektar was once technologically advanced...so advanced that the colonization of other planets was about to commence. But before ships, fuel, or supplies could be gathered...everything was swallowed up by the flames. Disagreements were quick to arise between the sentient species, which went straight to pointing nuclear weapons at each-other, hoping to waste no time on wars then or in the future...but that was a horrible and stupid mistake. All the nations fired almost simultaneously, hitting the continents of Vektar hard with payloads of radioactive explosives. It was instantaneously devastating...
Now, nearly 473 years after, only three out of eight continents can support life, one of which is inhabited by all surviving sentient races. That one last continent is the land of Seeyre, where most features were blasted straight into ash...but it is still survivable. The economy is recovering, and cities are starting to repopulate the sands of the nuclear desert wasteland. In such a form that a single individual rules Seeyre, known to the people as "Pharaoh". This Pharaoh lives in the city "Pride", a very defense able city in the mountains to the north.
But mutants serve to oppose our survival...most referred to as "abominations" or just "mutants". However there remains a certain group of these abominations, called the Umbrae, which are very obviously sentient. The Umbrae conduct raids upon the districts of Seeyre, coming from the last host of vegetation to the west of the land. People stay away from the forests to the west, as it's rumored that the Umbrae inhabit the lush and swampy jungle landscape. The area is called Umbranodas...it has never been seen, never been mapped, and no one ever returns...
This is where your adventures will begin, welcome to Seeyre!
You will play as a survivor living in the land of Seeyre(which now somewhat resembles ancient Egypt on Earth). The land of Seeyre is located on the planet Vektar, a once highly advanced world of vast technologies. Now a post-apocalyptic desert wasteland, Seeyre is still the planet's most prosperous continent...though not surprisingly one of the only still inhabitable. With Seeyre as one of the only livable areas of the planet left, it has started to fully adapt from the nuclear collapse by substituting everything it needed to survive and supply it's people.
Warrior: The Warrior is always ready to fight and kill, though not usually just mindless abominations. These individuals find themselves much more at home fighting the general humanoid shape of the races, making them excellent at killing Umbrae, Forsaken, Golemites, and other survivors. They are skilled in use one or two handed melee weapons such as swords and axes.
Doctor: The Doctor may have the required skills to diagnose and treat any ailments you can contract in the wastes, but they also know how to cause them. These individuals know how to create poisons, how to extract poisons, and how to turn poison into medicine. They know what animals offer medicinal substances, and also can create contraptions(like braces) to aide in a broken limb. They could either cure you, or kill you with one injection.
Trader: The Trader is a master of the tongue, and excellent at persuading people. They can barter with almost anyone, and can lower the price of items quite the helpful amount. In a fight, they have the advantage of the mind, and can trick their foes through clever distractions. Aside from savoring pursuits of the mind, they can always find a few extra credits in their pockets.
Hunter: The Hunter is trained for killing the abominations of the wastes, and is excellent for tracking the ravenous beasts through the desert through means of smells, tastes, and the short-lived tracks of footprints in the sands. Though they cannot track as well as a Septral, they can indeed use it to their advantage if they're looking for some easy creds. Their skills with ranged weapons such as bows and throwing knives are unmatched by most.
Thief: The Thief is an agile individual capable of escaping even the Pharaoh's personal guard, leaving them in complete disarray as he/she already reaches the next target. Quick, filthy, and untrustworthy; they are willing to do the dirtiest jobs for any price he/she can get. They can lockpick just about any lock, or pickpocket something off of almost anyone.
Rogue: The Rogue is the perfect assassin, as they are trained to be extremely stealthy. Combine this with the killing power of easily concealed weapons such as daggers, and you have the perfect hitman for any job you need done quietly. Their ability to blend in is simply amazing as they disappear in crowds or around corners, and combined with their connections to the black market they are a truely formidable individual. Through their extensive experience in infiltration, they can easily bypass low-end locks, such as the doors of a house.
Septrals: A race of bipedal and sentient canines, which often stand as the authority in most parts of Seeyre. They are well built for long journeys and can run quite fast, even able track criminals across the desert wasteland. They have an innate talent for combat, along with a usually strong sense of loyalty.
Adrinatu: This is the name given to humans by other races, and it's more of a disgraceful name. These humans have many innate physical talents, making them a "jack of all trades" race. They can learn almost any kind of survival skill that all the other races can.
Valdas: A rat-like race that is veiwed as little more than a scourge. Their bite often carries a bacterium that ravages the immune system, causing quaking of the body and excessive vomiting...not to mention blood loss via bodily wastes, nose, eyes, and mouth. But this alone isn't what kills you, it's the wasteland.
Tahr: This race is of felines, and they present themselves very well among the other races. Many are traders of all kinds, whether by caravan or black market, and know a lot of people in a lot of places. They are also very agile, and are keen on tricks of the mind. Their claws can be dipped in poisons of many kinds, or can be trimmed to dictate wealth.
Vartundow: A race of reptillians that are bred for combat, they make up a vast majority of bandits as well as military. They have toxic blood which acts as a hallucinogen, leading to complete insanity, paranoya, and a rarely even a comatose-like state within mere hours, but only when ingested by, or injected into the bloodstream of another race. However it's rumored that prolonged inhalation can result in the same effect, and it carries to the bite as well.
Jharven: A bird-like race of quick and agile hunters, bred to kill quickly and without mercy. Their hands and feet wield talons that can be coated in various poisons, and are essentially a main weapon. They have an increased jump height and can even glide down for a soft landing, but their wings are too small for real flight. Their beaks are lined with teeth, sharpened to points at age sixteen.
Dralis: Bat-like beasts that run the under-society of Seeyre. They dislike the sunlight and deserts of Seeyre, and instead favor the underground where a few arenas and pubs are located. They can actually fly for a few minutes before the strain causes them to tire and land, meaning they can't get very high by themselves. Their bite causes severe bleeding in the affected area, as they dim their thirst and hunger and heal themselves from ingestion of flesh or blood.
Kevsept: The district of warriors, it is the only of the four districts to feature it's own military. This district leads on attacks against the abominations of the wastelands with an iron fist.
Utelot: The capital city of Kevsept, and a large one to boot. It's walls are patrolled by skilled archers, and it's gates are guarded by only the best soldiers of the district. The city features an arena, a pub, a racing track, and a military academy.
Savharra (Vharra): The main city for trade in Kevsept, as it has docks and many shops. The city rests just beside one of Seeyre's few and very polluted rivers, and is the only port in half of Seeyre. The city has many watchtowers to view the streets and city outskirts. The city features a pub, docks, a shipwright, a bounty office, and several shops.
Jharvut (Jhar): A city of manufacturing in Kevsept which produces an abundance of weapons, whether bows or swords. All discovered guns are locked away here in a safe, guarded by many of the Pharaoh's own personal guard. The city features a forgery and several shops.
Varrundak (Varrun): The only city of true culture in Kevsept, as it holds all of Seeyre's parades and celebrations for the district. A vast majority of Kevsept's populace lives here, and many guards patrol the streets. The city features a pub, shops, a racing track, a bounty office, and a festival square.
Bandrinatus: The district of theives, no family is safe here as all residents are scoundrels and theives bent on the will to survive and do as they please. The district is in severe political and economical disarray.
Feraldu: The capital and most populated city of Bandrinatus, which is the largest city in the district by far. the few merchants that pass through usually do business here. The city features a few shops and a pub.
Sanguindau (Guindau): The bloodiest city of them all, and the most well known. There is no place safe from knives or blades, as the city has weapon shops to supply the district. The city features two pubs, an arena, and a few shops.
Abutikar (Butica): A small city often preyed upon by abominations of the wasteland, or by bandits of the district. The city features a pub.
Cabrahdo (Brado): A city which stays alive by feeding off of other cities. The city features a pub.
Quadratu: A district of the rich, for the rich, and by the rich. This district alone counts for just over half of Seeyre's financial wealth, and is quite a comparitively nice place to live. There is little threat of mutant attacks or bandit raids here, as Kevsept is on one side, and the Pharaoh's city is on the other.
Katanos: The capital of Quadratu, and a city of only the wealthiest families. City guards assure that only the wealthiest individuals can get inside the city limits. The city features a festival square and shops.
Dunerath (Wrath): The poorest city in Quadratu accomodates almost any kind of settler, as long as they have the money. Here, they are very exposed to open desert, and therefore sand and ash finds it's way just about everywhere but in the food...thankfully. The city features a club for serving drinks and parties, shops, a race track, and a widely-known hotel (Skuldi Hotel).
Merhundas (Merun): A city for merchants to mingle among the rich. There are some of the finest goods in all of the district here, but they don't come cheap. The city features a widely-known bank (Guan Akatash's Bank of Seeyre) and several shops.
Niratanis (Nirat): A city originally meant to guard the wealth of Seeyre, but now serves as residence for wealthily retired businessmen/businesswomen as well as retired military commanders from Kevsept and the Pharaoh's city. The city features a club and a race track.
Travenus: A district of merchants, skilled in the art of the deal. The best goods in all of Seeyre can be found here, nowhere else can compete with the quality or the price.
Maradin: Capital of trade and commerce, not only in Travenus, but in all of Seeyre. The city is vast and bustling with excitement, orders being taken every which-way. The city features a pub, shops, bounty office, and festival square.
Vriskdor (Risk): The most exposed city in the district, attacked biweekly by either Umbrae or bandits. The city barely manages to defend itself, but can easily recover afterwards. The city features a pub and a bounty office.
Larvantus (Vantus): A city with rich soil, used for farming. The only city capable of growing vegetables or even livestock. The produce tastes quite bad before all the seasoning is added though. The city features the only farmland in Seeyre (Inepta Farms), a pub, and a few shops.
Canaldus (Aldu): A city that's main purpose is to provide warehouse protection for locally manufactured goods, like jewelry, maps, containers, etc. Several guards watch the warehouses and patrol the streets. The city features jewelers, carpenters, etc., shops, warehouses, and docks.
Umbranodas (Nodas): A swampy, polluted forest to the west of Seeyre, and the home to the Umbrae forces. It has never been mapped, and none who enter have ever returned. The Umbrae are known to conduct periodic raids on the districts of Seeyre, and come in excessive force, only to vanish back into the smog that emits from Umbranodas. They've even developed a class system in the mysterious Umbran society, Such as the Umbral servants; abducted citizens, presumed to be tortured to death, preserved and possessed by black magic. They are mindless pawns of the Umbran forces, and moan and scream and cry as they sulk across the lands. Umbral Infantry consists of what many believe to be resurrected bodies, possessed by black magic and forced to fight for the Umbrae. Umbral Knights are quite armored, and often wield a shield along with the infantry's usual sword or axe. Umbral Scouts are used to scope out weaknesses in city defenses, blending in by wearing clothing from head to toe, but almost always use spears and knives. Umbral Archers are known to use both bows and crossbows, and are not very common. Penumbral Infantry are elite and ghostly beings, being hardly anything more than bone. But something is off about them, it almost looks like they still have flesh and faces, just like they're a ghost. Penumbral Mages are literally little more than cloaks, and it's rumored that they are actually real ghosts. The hover over the ground, casting strange magics that can turn a man into his own shadow, or turn a man to ashes. A Penumbral Brute is a sour and horrid jigsaw puzzle of what appears to be human and ape body parts. They are skinless but their muscle stays, and they are extremely ballistic.
Pridenpharoktis (Pride): Grand city of the Pharaoh to the north of Seeyre, enclosed by mountains on three sides. It is the perfect location to hold off attacks, as the enemy cannot flank the city and instead have to face the might of the city's defense at the front gates. The Pharaoh's palace is located at the very back oof the city, and halfway up the mountainside. Many citizens call this city their home, simply because it's the most protected city in all the world. The Pharaoh's personal guard are born in Pride, then are taught to fight in Kevsept, perfecting their talents in the open wastelands before being handpicked to serve as the Pharaoh's guard. The next Pharaoh in line is chosen one year after the last Pharaoh, as the wastes are prone to disease, radiation, and assassins. The Pharaoh is currently human.
Tahrquanatis (Tahrqua): Is a vast prison located on an island to the east of Seeyre, where the most dangerous prisoners are held until executed. The guards stationed here rival even the Pharaoh's guard, and the walls are at least forty feet tall, watch towers dotting the perimeter in key areas. It is very difficult to escape, even with outside help. It is quite literally the prison of the damned.
A beast twice the size of a bear, and one to be reckoned with. They move extremely slow, but are very powerful and very hard to kill. They travel alone or in pairs along Seeyre's coastlines.
A humongous lumbering creature that is almost twice the size of a Goliath, which preys on any living creature that it can catch. They are stupid but strong, and can reach a decent speed. They are rare and are found near the southern border of Seeyre
A quick and painful predator about the size of a man. They inject an acidic poison in their bites to help with digestion, a bite wound must be treated within one hour or the wound will start to disintegrate and essentially melt. They are found near burrows in hillsides all around Seeyre.
Agile and extremely dangerous, these particular creatures live in caves until nightfall, when they come out to hunt. They can outrun most transportation in Seeyre, and that's how they get you. They can be found in most caves during the day, or out in the desert at night.
Bipedal tanks, slow but dangerous. They clasp onto prey with their strong arms before biting or smashing their victim to death. They act brainless and are extremely slow(both mentally and physically), so sneaking past is no problem. They inhabit the desert wastelands around the city Pride.
A former sentient race, the entire Bazaguur civilization south of Seeyre was obliterated or turned into horrible mutants. They are the size of bears, and are basically bear-people. They roam the wastes in the Bandrinatus district.
Massive monsters of the oceans, these enormous predators are usually about the size of a Whale Shark.
These bizarre abominations roam the shallow waters of lakes, rivers, and the ocean. They cannot breathe underwater, yet cannot live more than twenty-four hours without it.
Mutated members of all surviving sentient races, rendered unrecognizeable by hideous growths and deformations. They deliver a hallucinogenic bacterium via their saliva, and they often force the mouths of their prey open to deliver this bacteria. They may be quick, but they are weak. Found all over the wastes.
The bite of these mutants is not only painful, but causes extreme bloodloss by delivering a mild acidic toxin into the bloodstream. This toxin can erode blood canals away within three hours, resulting in internal bleeding. They inhabit lakes, caves, and swamps, as they are occasionally seen just beyond Seeyre's west border.
A gigantic serpent-like beast that delivers little more than painful bites. They can grow to about twenty feet long, and be about a foot in diameter. Found in rivers, lakes, swamps, and the upper ocean depths.
Seen only once, these rare and humongous freaks are twice as large as Blue whales. There is no confirmation whether there is only one of these monsters in existence, but more are believed to be present. They are only in the mid to low ocean depths.
A rare sight, but most definitely a feared one at that. They are about the six times the length of a school bus, and twice the width. They reside in the mid ocean depths.
These truck-sized insectoid burrow underground, and only come out to hunt or protect their burrow. They live in hives of up to nine individuals, located all over Seeyre.
A small, and passive creature. abouth the size of a dog, these things can jump up to seven feet in a single bound. They are happily content eating anything such as cloth, metal, vegetation, or meat. However they will bite when threatened, and are found all over Seeyre.
These towering monstrosities float high up in the sky, above the sandstorms of Seeyre and the radioactive smog of the death zone. They grow to be about the size of Sperm whales, and their huge bundle of tentacles can sting like a jellyfish, except instead of delivering a painful sting...it's lethal. They are extremely rare, but they are quite passive and gentle creatures.
A cow sized insectoid with no shortage of strength, this slow moving burrower is a dangerous encounter. They will not attack unless they are provoked or hungry, and use their strange tail to deliver crushing blows to the legs of their prey. It's also known that the saliva of this beast is extremely acidic to metals. They live in packs of around five, and make burrows all over Seeyre.
These horrifying fish swarm through oceans, rivers, and lakes.
Unlike in popular belief, these flying mutants are just barely bigger than the size of large birds. They swarm together however, which is why they are rumored to be giant beasts. They fly anywhere, because they can eat just about anything organic.
Rusty4297 and AbigailTenshi are Co-Gms, they will help explain and moderate things and their word is law when I'm not around
1. Please try for a paragraph-per-post average. THREE sentences at MINIMUM, shouldn't be too hard right?
2. Try not to have many OOC fights, we don't need to disagree here.
3. Have fun.
4. No meta-gaming, auto-hitting, power-playing, etc.
6. Can't stress it enough, HAVE FUN.
7. Not really a rule, but I encourage you to read the hidden info.
8. Notice I skipped five, and put Pharaoh in Other to show you read the rules.
Appearance: Rather tall and thin and young (~20), her body is lithe and hides power like a -pick a jungle cat of your choice.- Shortish dark red hair. Her eyes are gray bordering on white, and can sometimes fool the less wary into believing she's blind.
Weapons: Long Sword, Bow & Arrow Quiver (40), Throwing Knives (5)
Place of Origin: Vriskdor
Personality: Takes things at her own pace, doesn't care much for assholes, and is rather blunt. Still, she's not unfriendly and doesn't mind doing things out of boredom if nothing else.
History: A travelling hunter who makes a living by being hired as a bodyguard, creature killer, or selling animal parts.
Other: Phaorowrowrow your boat down the stream[/QUOTE]
Race: Tahr - Hybrid
Weapons: Broadsword and Bow. Claws might be used when both are broken.
Place of Origin: Katanos
Personality: Krad is very kind and obedient to the laws. He acts like a paladin that would sacrifice himself just to protect everyone. His swordsmanship is good but his marksmanship is not equal to his skills in swords. But he developed his own fighting style because of being able to use a bow and being fast and agile, probably because of him being Tahr, even though he's hybrid. He hates the Arena in the town, so he stays away from it, but he still patrols around it as it is needed.
History: Krad is a hybrid and was once an aristocrat in the land of Seyree, he wasn't liked by his parents there though. He acted like one of the street people, but is actually very kind. He has been into stealing since the age of eight but only steals from corrupt and people that does evil deeds. However, he was found out and was exiled from his own home. Krad managed to keep a few things he had then was sent to another city.
Krad ended up in the city of Sanguindau. He thought of stealing from criminals, but his life was again not very easy. He underestimated a few people there and kept getting his things stolen and beaten up instead. He had to give up everything he had to just live. He stayed in the alleys of Sanguindau. He had seen a few things happening there and learned of what criminals do. He was about to be tempted to do these things when suddenly, a merchant came to his rescue.
The merchant brought him to Kevsept, Savharra and lived there, this was at the age of thirteen. He was trained by the merchant in trading and travels, he kept his thieving trait though, but only steals from criminals then brings things back to where they really belong. Krad had another thing he wanted to be, he wanted to be part of the military so he often goes to Jharvut to examine the weapons there. A soldier had saw him and liked how Krad was then thought him fighting skills after his guardian approved. He was trained to use swords and bows since then.
Now, at the age of twenty, Krad helps in trading, but mostly in the military as either a patrol or part of the ones who attacks abominations. He loves stealing things from bandits or abominations that has stuff stuck to them and has finally lived the life he wanted.
Other: Pharaoh . Not really edited
Weapons-A scimitar, and a custom made crossbow.
Place of Origin- Bandrinatus
Class - Warrior
Personality - Terra is quite sensitive and open with her emotions. When she is happy she has a constant smile, but when something triggers a sad emotion she will easily break into tears. More than anything she is quite stubborn and will not allow anyone to decide her destiny for her.
Terra grew up in an orphanage since she was a baby. The other kids loved to remind her that her mother was a whore, and whats worse is that Terra killed her. The nickname 'Whorekiller' is one she adapted to since childhood. She had no other surname so she wore that one instead. She was often a lonely child, but eventually came to be friends with some of the other orphans. As a child she loved to tinker with all different kinds of crafts. Her hands were born to shape pieces of wood into figurines so she and her friends could have something to play with. Childhood ended quite quickly however.
At 13 Terra and a group of friends decided to take on the world together. The discovered together that the world was cold and cruel. The dreams they had conjured up as children seemed less likely to happen. The friends stuck together, and Terra was lured in by money to become a mercenary to prevent herself from starving. As a mercenary her ability with sword and archery improved. However, thoughts to her heritage always plagued at her mind the more she grew. The missions came and went as the years passed and so did Terra's friends. Until eventually she was the last one from that small group of children who left the orphanage. She could see where her life would lead, so on the eve of battle she left without any notice. Terra still had questions she needed answered. She is now 23, and her journey led her into the residence of Dr. Playcees.
Ragou 'Ovlo' Playcees
Appearance- Ragou stands at 5'2. He is covered in dark grey fur. His eyes are black and short, covered in huge glasses. His teeth are sharp. His tail stretches out about a meter and a half. His mouth and nose are squished against his face.
Weapons - Nothing besides medical equipment
Place of Origin - Vriskdor
Ragou prides himself on his intelligence. He is a scientist, curious in nature and craves knowledge above all else. His bedside manner is something to be desired by his patients but despite this Ragou treats absolutely everyone who requires his services to the best of his abilities. He gives medical advice, but respects or is indifferent to his patients ultimate choice. He is quiet, but ultimately enjoys the time he spends alone with himself.
They call him names behind his back and smile pleasantly to his face when they require help. Ragou never cared, he was smarter than them. He had his books, his skills and his curious mind that stretched beyond what the average mind could possess. His mischief was no better. They were of the same species and same brood but he never had anything in common with them. He was a pariah among pariahs. A Valdas who was curious.
14, It was a lonely path he walked but Ragou strives for glory. He did not want to simply be in this world without making a difference in the larger scheme of things. People found meaning in all sorts silly lifestyle; warriors lusted for blood, thieves craved money and traders desired to improve their life. None of them desired to fix the misery that was around them. That would be Ragou's goal in life: To improve it.
17, Being considered vermin was difficult in a cold world, but Ragou carries on. He starts out as a butcher, finding a fascination with blood and animals he began to play with his food before he ultimately ate it. Being a butcher wasn't exactly his life calling but it taught him how to wield a cleaver, and how to slice at animals and not cause buckets of blood to shoot at him.
22, Years went by and with his savings Ragou bought his first set of medical equipment and several books on health for all the different species in the world. His mind devours all the knowledge it could find on whatever topic. Poisons, wounds, disease, blood, tissue, muscles, the kidneys, the lungs, the heart ... it all fascinates him. He spends hours into the early morning reading and then when he wakes he'd experiment on the dead flesh of frozen animals.
25, After years of practice Ragou finally opens his own clinic. It's dirty, damp, and it stinks like feces but he is still proud. His first patient is a Tahr child. Ragou stitches him up for free and sends him on his way with a smile on his face. He is never thanked, but that doesn't bother him so much. His second patient is a woman. An Adrinatu, --no, a human with fiery red hair. She is hurt badly and on drugs. A whore. Ragou comforts her and then stitches her up for free. She smiles at him sadly, but it is more affection than he has ever received in his life. He smiles back.
26, Her name is Faye, she enjoys talking to him. She picks his mind apart and Ragou has never felt like this before. His mouth goes dry when talking to her, and his heart is wild when she moves. She asks him about his life and actually cares about the answer he gives. He asks her about her dreams. She has none. In the night she steals his pain pills to get high. Ragou pretends not to notice.
29, Ragou helps deliver Faye's first child. She is pure human, but she has no father who cares for her. Ragou asks Faye to marry him. She declines and says Ragou deserves better than some whore. Ragou takes the rejection hard and harsh words are spoken. He leaves her alone in the early hours of the morning after telling Faye her daughter deserves much better than a junkie-whore too. Stupid words that haunt him still. The next morning she is cold and dead with a daughter screaming at him for milk. She has overdosed on his pain pills. No medicine can cure a broken heart. The daughter is sent to an orphanage and Ragou moves from Bandrinatus.
36, After drifting from place to place Ragou opens a clinic in Vriskdor. He is renowned now, and often has people coming to him to seek out his services. He heals children for free, but all other people are charged. This money goes to fund his research. He often has men seek out weird creatures so he can experiment on their biology to improve his medicine.
38, Ragou makes his first change in the world. He invents a treatment to help addicts fight withdrawals. Through this miracle he realises that he cannot save people that don't want to be saved. His heart breaks again as he recalls Faye's cold body and screaming child.
41, Ragou's career is at an all-time high. He has developed a strong anti-venom for Vartundow blood. He sells the design to a mercenary group for a large profit. All the money he has made goes into fortifying Vriskdor. He is asked to move to Quadratu and work for some rich tycoon. Ragou declines. His people need him.
46, His clinic burns to the ground by a bandit attack. The community helps him rebuild. He spends more money on stronger fortifications and medical supplies. He begins working on a hypothesis that would effectively change the world. The growth of vegetation within hours. He calls it Project Faye.
48, For the first time Ragou gets frustrated by the own limitations of his own mind. This time he burns down his clinic. The community help him rebuild. He sees her then and his heart jumps. Her hair is wilder than the fire he made and her eyes bluer than a clear sky. He smiles for the first time in years. Her name is Terra, she is a mercenary. She has come to learn more about her mother. Ragou's shame leads him to silence the girl. He sends her away. This place is too dangerous for someone so pure. She refuses to leave. She is stubborn, like her mother but not on drugs. He takes her in as he should have several years ago. He never talks about her mother, yet she continues to ask. She does not call him by his first name. He enjoys this. It would bring back too many harsh memories.
52, After six years project Faye gets its first positive result. Ragou calls an expedition.
Other Where is rule 5? And tell me more about this pharaoh.
Appearance: 6'8 tall, a muscular body covered with large and small smooth brown scales.
Weapons: A large steel-tipped spear and a bastard sword.
Place of Origin: Utelot
Personality: K'Zahr is quick-tempered, arrogant in his abilities and enjoys the act of killing his enemies a bit more than most would approve of. Although he wouldn't admit it, he isn't all heartless and would risk himself to protect the innocent and those he calls his companions.
History: Before K'Zahr was even born, his unhatched egg was abandoned by his parents and he was instead adopted by an Adrinatu military commander and his wife. He never found out why he was abandoned, but was told that it was relatively common among the Vartundow, as leaving behind an egg was rather easy after all.
His adoption was not done solely out of empathy though, but because his new father knew the military potential of the Vartundow and had always wanted to see one if his sons, by blood or not, become a great and honored soldier. From a young age, K'Zahr was trained in the ways of combat, soon surpassing the commanders two older trueborn sons, as fighting instinct came more naturally to him and he had outgrown them in size before even his 16th birthday.
The day K'Zahr turned 19, his father suggested to him to join the recruitment for the pharaohs royal guard, but he refused, as becoming a guard in the safest city on Vektar would not be right for him. Instead, he moved where his skills were most needed: Vriskdor, where the bandits and mutants were plenty and he could do what he was born and trained to do, even doing society a favor in the process.
Other: What was i supposed to say again, emperor? Baron? Jarl? God dangit.
Name: Tanzi Danver
Weapons: For now a double sided blade which she stole from her place of origin
note: Tanzi had modified it to her liking, adding the skulls and details.
Place of Origin: Pridenpharoktis (Pride)
History: Tanzi was born in the city of Pridenpharoktis. However, due to her odd eye, she was cast out by the society. Her childhood was not pleasant. She would suffer many types of abuse from anyone she came into contact with. Whether that'd be verbal or non-verbal. This was only due to her obvious difference, her eye. Her mother and father were not loving parents as they too treated her as an outcast. She often wondered why she was still living. She began to hide in the darkness of alleyways and stay there throughout the day, only returning home once the sky was painted black. She found great solace in the darkness and despised the light for many reasons. One of them was because it made her eye easier to notice.
Soon she began to cause trouble, also teaching herself the tools of the thieving trade as she was always alone and despised the residents of the city. The first thing she stole was an eye-patch to cover her eye. There had been a couple of times that she had been caught due to carelessness and inexperience and she would be taken home because she was too young to go to prison. Then the harsh physical abuse came, her parents showed her no mercy. Eventually, during her time in the dark, she came up with a plan to leave the dreadful city. It came to her when she had over-heard guards talking about a place called Sanguindau (Guindau). She hadn't had much knowledge of other places outside of Pridenpharoktis as the mountains blocked the city off from the rest of civilisation. She decided that she had enough of the abuse and torture she gained from everyone and without knowing anything more about the mystery place, planned a way to escape to there. Anywhere else was better than living in Pridenpharoktis.
Once she had planned her escape, she made sure to take a few things from home and steal another eye-patch, just incase, before she left. Her first objective was to steal a weapon from one of the weaker guards. When implementing her plan, she was no doubt caught and gained a scare over her eye in the process of trying to escape, losing her eye-patch. She fought and just about manage to struggle out of their grip, sprinting towards the exit. Once out , she ran for days until she found her destination, Sanguindau. Ever since then, Sanguindau had been her home and she soon began to learn the arts of an assassin, swearing a vengeance on the people of Pridenpharoktis for what they had done to her.
Other: Pharaoh and she covers her odd, scared eye with an eye-patch. SHE IS ALSO POSING AS AN ADRINATU EVEN THOUGH SHE IS DRALIS! Just making sure that's clear...
Name: Ja'kheil "Jackal" Nuban
Appearance: Standing at a lithe 5'6, Ja'kheil is a rather scraggy looking specimen compared to justiciars of his race. A sandy brown fur stands coarse across the most of his body scarcely hiding scars from botched escapes. Wearing a stripped down version of Seeyre's Guard's armour allows for more mobility and comparable protection and as such is Ja'kheil's chosen attire.
Weapons: Several crudely fashioned blades
Place of Origin: Kevsept
Personality: A cynical scavenger, Ja'kheil has taken the name Jackal after learning of thelong-dead creatures known to be untrustworthy and vile. Once a niave pup, Jackal has grown distrustful of others and cares for himself first and foremost.
History: Born to a military family, Ja'kheil's litter were destined to become fine warriors and hunters in service of the Pharaoh. Being the runt, however, made this espicially difficult for young Ja'kheil. Without the strength to weild a sword or the agility to fire a bow, traits that came quite easily to his brothers and sisters, Ja'kheil became the black sheep. Ostracized from his pack, 'Jackal' began seeking acceptance wherever he could. Given Kevsept's close proximity to the trade center of Savhara, it took little time for roving bands of thieves and cutthroats to pop up in the vicinity.
Some seeking refuge until the heat died down, others needing a quick place to stash their loot, all somehow seemed to find theirway to Jackal. Drunk on percieved comraderie and newfound power of the seedier elements of Seeyre, Jackal became emboldened. Lashing out at his family for their previous slights, Ja'kheil came to blows with his brothers, their combined might making little work of the scrappy dodger and leaving him blind in one eye.
His body and pride wounded, Jackal fled with his dastardly accomplices, falling into a life of want and thievery.
Initially, Jackal was more hinderence then help, a fact his 'family' made very clear through beatings and witholding scraps. The pain of defeat still fresh in his mind, Ja'kheil did little to challenge his station and became many a more successful thief's scapegoat. Prison was a hard time for Ja'kheil but served a necessary evil, teaching him both about the nature ofhis 'comrades' and of himself.
Still no master locksmith, Ja'kheil has shown great improvement in moving undetected and learned to fend for himself. Several small-scale heists have allowed him to eat but even the most basic ammenities such as weapons and armour elude him.
Other: Pharaoh, party of 5? Your table is ready.
Appearance:but with black wings, hair, and clothing, and the wings are smaller
Weapons: a dagger and a sword (sword is meant for reach/blocking, and dagger is meant for quick strikes/parrying) as well as his teeth
Place of Origin: Feraldu
Class: rogue (though, a majority of his income is from thievery as well)
History: His parents were part of the local militia, often being sent to hunt for any nearby enemies. As he grew up, his parents began to form him into a soldier, to follow in their footsteps until, only a couple years after his teeth were sharpened, they died protecting the city from an attack. His life shattered, and his family gone, he began to use his hunting techniques to kill the one who had given the order for his parents to be on the front-lines. The blood of his enemy then splattered across the ground, he found a few clients around Seeyre willing to pay many credits for the simple act of removing a head. His live began to revolve around simply this assassinations, but whenever he couldn't find work, he could easily find a credit or two in a pocket, or someone's home.
Other: I AM THE PHAROAH!!
Credits, Bits, and Gigs are the currency. There are 100 Bits in a Credit, and 100 Credits in a Gig.