Hidden 10 yrs ago Post by Happy Go Lucky
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Happy Go Lucky Thank god for Jim!

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Hidden 10 yrs ago Post by reddy
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reddy

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Name: Einin of Ora

Age: 19

Gender: Female

Race: Heqet- A race of humanoid frogs common in the southern tropics. Most range in height from 4-5' and have an impressive array of colors and patterns adorning their skin. These colors tend to be fairly uniform based on clan. Gender wise, male and female heqet can be hard for other races to distinguish between. Their names often don't help matters.

Heqet begin life as fairly large tadpoles in shallow spawning pools. As they mature and lose their ability to breathe water, they are adopted by members of the clan to be raised. Their adoptive parent teaches them a trade and the ins and outs of clan life. There are only two exceptions to this system. One is that all members of a clan are taught how to defend themselves and their neighbors, a fact that has led the heqet to become some of the most prolific martial artists in the world. The other is when a child is found to possess the "spark of the divine," and is taken from their parent to become one of the clan's shaman leaders.

While heqet are most comfortable in warmer climates, that doesn't mean the race hasn't branched out since being discovered by the Lorean Empire. Every few years a couple of youngsters like Einin trickle out of their homelands to wander Aephere. Those ranging to colder climates, however, are careful to bring some extra means of warmth with them as they just aren't built to take the cold.

The idea for this race mostly came from this picture, which is awesome.

Appearance: Einin is about 4'3" tall. Her smooth skin is a golden color and fades to white on her hands and feet. This is contrasted by her black, glossy eyes and a dark blue stripe that runs from her forehead to the back of her neck.

Einin is typically dressed in a dark red sarong and/or a matching head scarf depending on the weather. Both have purple embroidery bordering the cloth that depicts small birds in flight. The only other clothes she wears are a pair of simple leather vambraces and a leather belt.

Personality: Einin's a friendly and outgoing heqet with a tendency to talk over herself when she gets excited or frantic. She is an optimist who has a somewhat childish veiw that everything, no matter what, will work out in the end. It's this optimism that has kept her going despite life's pitfalls. She also has a strong indipendant streak when it comes to oppression, whether its aimed at herself or others.

Background: Einin, like some of her kind, found the wider world to her liking and decided to travel when she came of age. It wasn't surprising. Ever her father's "little bird," Einin was always wandering off to see what lay beyond the next hill or river. Her wanderings took her through the Cashan Desert, the Rhothland Hills, and finally to the town of Sothia where her coin gave out.

With not much else for prospects, she turned to the weaving she learned from her clan and now works a loom to feed and house herself. Although it was only with the intention of gaining enough money to keep traveling, this bird's wings seem to be clipped. Each day she finds it harder to envision moving on. It might take something drastic to get her on the road again.

Moral Weakness:
Dead Father- Choosing to leave as she did, Einin turned her back on her clan and her father. She never appreciated the gavity of that choice until he died in an attack perpetrated by clan Daq. Even though she couldn't have helped him or her clan, she still feels responcible for not being there when he needed her, his loss hitting her like a freight train every time she catches herself reminicing about him.

Lack of Focus- Everyone around Einin is doing something with their lives. Having children, working towards a goal, making plans. She has none of that and nothing comes to her when she sets her mind to finding one. It makes her feel unimportant and depressed.

Forgetfulness- Einin has always had a habit of being distracted and forgetting important details. Most notably she was working for a friend, Nora, on her dream wedding. In particular Einin was in charge of the clothing. By the time the date came around, nothing was finished. Everything was thrown off and it even ended the friendship. To this day Einin regrets not taking her responcibility more seriously.

Moral Immunity:
Societal Pressure- Einin might be lost in her own life, but she will be damned if she'd going to be told what its point should be. The shamans, her father, her clan, the empire, none of them can define her and she will fight if anyone tries to.

Skills:
Weaving- Einin's quick hands and nimble fingers make her a skilled weaver. She made the clothes she wears and the clothing of many other people around town. It's a skill she takes a particular amount of pride in.

Climbing- Like other heqet, Einin has the ability to adhere to surfaces that can support her weight. Walls, trees, ceilings, as long as she can get a good grip she can crawl or climb along any of them.

Martial Arts- Einin favors the moade style, like most of her kin. It's a soft art that focuses on redirecting and re-positioning her opponent's force and using the environment to frustrate attacks.

Other: None yet.
Hidden 10 yrs ago Post by Lucius Cypher
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Lucius Cypher Looking For Group

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Hidden 10 yrs ago Post by Ryonara
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Ryonara

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Name: Nanuni Yawni
Age: 56 (A young adult for Gnomes, though Nanuni still feels pretty old compared to humans)
Gender: Female
Race: Gnome
Appearance:

Personality: Nanuni can be rather childish and immature, and she likes it that way. She's not a very serious person and is prone to flights of fancy that could last anywhere between a couple of hours to a couple of years. That's not to say that she doesn't know and understand more "adult" knowledge, such as sex and death, but she chooses not to dwell too much about those sorts of things. Nanuni can be caring her own way. While her attempts can be complicated and misguided, her heart is in the right place. She will always jump at the chance of making new friends and trying her best not to make new enemies.
Background: Nanuni was born and raised in the Lorean Empire. Her folks were doctors who treated injuries and infections, from broken bones to heart complications. They wanted Nanuni to follow their path and become a doctor, but she had other interest. She wanted adventure, to see the world. Her parents weren't so excited however; they wanted her to start learning at a young age as they knew if she was allowed to venture out on her own, it could be centuries before she comes back. They sheltered her from the world, limiting her ability to access the outside. They chose what she could read, what people she could meet. She felt like a prisoner by her own parents. Eventually she had to escape.

It took her about twenty years of deceiving her parents, but once they allowed her to leave home unattended she took that chance and left the Empire. All she had with her at the time was some money she had stolen from her father, the clothes on her back, and the knowledge she had. But once she was freed from her parent's grasp she was able to experience the world in all it's glory, and all it's horror. She went everywhere from cities that were works of art, to blight infested hellholes that she used her skills to help out, even just a little. Nanuni remained cheerful despite whatever hardships she faced. This is what she wanted, and she would have no regrets.

Nanuni arrived in Sothia when she reached her fiftieth birthday. She had amassed a large enough fortune to buy herself a safe and secure home in the city, where she hopes to use to store her loot and trophies. She's been in and out of the city ever since than, slowly but surely amassing more and more treasure as a token of her experiences.
Moral Weakness: Nanuni doesn't like talking about her family. While she hates how restrictive they were with her, she still loves them because she knew why they were doing it. And she is thankful for the skills they taught her, as running away from them was really a selfish choice she made on her part. When people bring up their family she does her best to stay out of it, and even than she'd really have to like you to actually talk about her parents and what she did to them. Either way, talking about family is an easy way for her mood to drop.
Moral Immunity: Struggles and suffering don't do much to put Nanuni down. Sure she'd do everything in her power get out of her rut, but she'd never let it bring her down. No matter what sort of thing she has to face or what threat loam over her head she'll always be able to look at it, smile, and give it her all.
Skills:
Medical Knowledge - Nanuni has a high amount of knowledge in anatomy, medicine, and illnesses, and knows how to use that knowledge to heal or harm someone. Nanuni herself specializes in surgery like her parents, and she can do a pretty good job with improvised tools. She's preformed everything from a C-Section to organ transplants.

Quick and Cunning - Living the life of an adventurer Nanuni can sense danger and can maneuver around it faster than an arrow. Quick on her feet and with a sharp eye she could live life on the edge and still have room to kick back and relax.

Nose for treasure - Nanuni can practically smell valuables wherever they are. Be it precious gemstones in the ground or a stolen work of art in the home of a master thief, Nanuni can gauge the value, both physical and sentimental, of everything and anything she comes across.
Other: Nanuni carries a healer's kit containing specialized tools for surgery, as well as some herbs and medicine to treat infections and more common illnesses. She also has various gear she uses while out on adventures, typically things like lockpicks, rope, a dagger, torches, and whatever else she may need for the specific occasion. She likes to carry them even if she isn't going to be on an adventure any time soon.
Hidden 10 yrs ago Post by Ryonara
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Ryonara

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Name: Veira Katalmach
Age: 66
Gender: Female
Race: Elf (Specifically A High Elf)
Appearance:

Personality: Veira is haughty and arrogant, but she keeps her promises and likes to be generous. She has a bad habit of annoying others through pranks and trickery, but ultimately she does what she can to help others. She can be very petty however and isn't immune to hating you for it, and can go out of her way to be a real bitch if you have wronged her. But if you can tolerate her foolishness and accept her charity than you'd gain a loyal friend from Veira.

Background: Veira comes from a long line of Elven Enchanters; those who imbue magical powers into mundane objects. Only those who remain loyal to the family would ever be taught the ways of their magic, which Veira chose to do at a relatively early age of thirty. When she made her decision they trained her in the secret magic. The secret was that magical enchantments were actually infused into the object during creation, and the effects themselves depended on the materials used. From simply strengthening a weapon to giving it restorative qualities, the powers of Veira's magic was limited only to her supply. Once she had mastered the magics she left her home to create shop on the island of Sothia, where she has spent much of her life selling and creating magically enchanted items to the townsfolk and travelers.

Moral Weakness: Veira really hates it when people accuse her of being arrogant. She would say that she's just confident in her abilities and it's not her fault that everyone else has self-doubt. She can get very defensive when people think she's full of herself, which only serves to make her prove that she really is full of herself when she'd go out of her way to prove what she's capable of.
Moral Immunity: Veira cares very little about what skills she doesn't have. Sure she may not know many languages or how to use a sword or manage a guild, but she won't care about that at all. She would still judge you based on what she does know (Which may be a lot of a little depending on the subject) even if she lacks the skills on the subject she's critiquing.
Skills:
Enchanting - Veira's brand of magical enchanting requires is a bit more complex techniques than some of the more conventional forms, though she has various ways to make things simpler. The biggest factors of what sort of enchantment she can put on an object is defined largely by the material it's made of. The most versatile of these materials is plain old iron. It can be infused with a large variety of enchantments (but only a few enchantments at a time), though certain other materials can provided stronger or unique effects that iron cannot replicate. This can also be used to create magical potions/poisons. Veira is considered a master of her magics, so she can enchant just about anything if given enough time. Note that she needs to actually create said object for a permanent enchantment. She can inscribe magical runes of certain effects onto objects to give them magic powers as well, but this method is limited; the effects will only last for a short while, and any damage to the inscription will also remove the magical effects.

Scholarly - Veira is well read and has knowledge in a wide variety of subjects. Her knowledge is limited to book learning however, and she doesn't have much practice despite how much she may know. Veira is also very good at memorizing details at a glance and is a quick thinker thanks to her scholarly ability.

Sword Trained - A hobby Veira picked up when she was young. She knows how to handle a sword and actually has one enchanted with magic. She prefers one-handed swords, though she has techniques to utilize both hands.
Other: Veira's sword is magically enchanted to be able to take on different qualities and traits depending on what other magical items it makes contact with. Namely, it can "Copy" those effects onto itself, at least ones that make sense. For example if it is used to block a fireball it will become a flaming sword. It if cuts a creature that drains life, the sword will be able to drain life as well. The effects are only temporary, though Veira can make them permanent if she has special crystal orbs specifically crafted to contain magical powers. These crystals she calls "Materia". Veira's own sword can hold up to eight of these crystals.
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