Occupation: Slave, 0/GP day, expenses paid for by Asher
Appearance: Trix isn't considered classically beautiful, even by Ebonfort standards. She stands at 5'2" and is a bit thin, though not unhealthily so. Her head is adorned by long bundles of blonde locks. She can usually be found in a long, flowing skirt, or dress, depending on the weather as well as thick boots for trudging through her muddy farm.
Personality: Trix is a very kind person, treating anyone she meets with open arms and a friendly smile. She always goes out of her way to help people whenever she can. While she does believe in the justice system that Ebonfort and the Ebon Knights dispense, she dislikes violence.
History: Trix was raised in Ebonfort by her father, a doctor, Geralt, and her mother, Yennefer, a seamstress. They lived in the city proper, and were fairly well off, for her mother catered to the people rich and influential enough to live in the city, and her father worked exclusively for the Ebon Knights. They both taught their skills to their only daughter, but she took to her father's teachings more readily. When she came of age, instead of being married off, her father arranged for her to receive a loan from Ebonfort in order to open an herbalism shop in one of the outlying villages.
Eventually, Ruby Banks was chosen, and once the building was completed she moved right in and was readily accepted into the community. Since then, she's led a fairly simple life, minding her shop, getting to know the locals, and healing who she could. It was during this time, while she was mending an unconscious man's broken leg, that she found a lavender glowing coming from her hands, that seemed to "stick" to whatever she touched her hands to.
She'd heard the rumors of magic, and quickly feared persecution, either by the locals or the Ebon Knights, and kept her magic hidden. She's been practicing it in secret, slowly but surely finding a few practical uses for what she dubs as Shielding.
Dwarves are not trustworthy Animal Husbandry: Mountain Ridgebacks are good guard dogs Animal Husbandry: Consistency in commands and rewards is key when training Animal Husbandry: Must reinforce instinctive growling Contact: Rilana Aurorime' Rilana: From Frigmount Rilana: Her people are immune to the cold Rilana: Animal trainer Rilana: Friends with a gryphon Gryphons can be befriended Desire: To travel freely Magic: Shields can be broken Magic: Summoning a shield quickly Magic: Portals are Real Healing: No One Should Die Alone Healing: Triage, the Healer's Curse Healing: How to use a Tourniquet Healing: Being strong enough to cry later Recognized as a competant healer by Lord Knight Svarak Knowledge: Beast: Bandersnatch Knowledge: Magic: Songweaving Suspicion: Magic is as varied as the people who practice it Contact: Alya Eloen and her wolf Echo Contact: Gregory Whitehorn, the gargoyle with broken Common. Contact: Lieutenant Ebon Knight Vegarra, patient. Gargoyles: Too big to fit in my house Contact: Asher Asher: Is her master Asher: Is a Swordsmaster Asher: Is stronger than a Sergeant Contact: Shenzi Shenzi: Is a healer and teacher Knowledge: Ozlo is a Warlord Knowledge: There are more healer students under Shenzi Knowledge: She will not be a slave anymore if she bears a Screamer child or is married to a Screamer. Language: Knows how to say 'Thank you' in 'Screamerish' Herbalism: Plantain is a substitute for Elderberries Herbalism: Plantain is common in grassland Herbalism: Elderberries are not common in grassland Knowledge: Healing Magic Knowledge: Magical Tattoos Knowledge: Knowing what souls look like Location: Fat Barrel Inn Location: Azure Banks Contact: Captain Therin Contact: Strawberry the half-drow traveler
Possessions: Quantity | Item | Acquired | Value 1 | Artisan's Outfit, Herbalist's | Starting | 10gp 1 | Peasant's Outfit | Starting | 1gp 1 | Flora Medicina Tessanis* | RP Reward | Invaluable 1 | Herbalist's Toolkit | Remainder of Destroyed Shop and Home | No Set Price
*Flora Medicina Tessanis by Scriveriartas, an exhaustive botany text given to her as a gift from the woman who lost her arm but ultimately lived. This tome will take at least two months to read, but once completed will earn the reader a +5 in either Herbalism or Medicine and a +5 in Botany. Further details about the history of this book can be learned during co-GM RP.
Creatures 1 Male Mountain Ridgeback, Remus 1 Female Mountain Ridgeback, Remilia *Both Ridgebacks will be adult age around Saffra, 302 DM
Resides in: Wilderness, currently between Green Fall and Silent Rise.
Occupation: Hunter
Appearance: Sam is mostly seen in camouflaged hooded clothes, which helps him with the hunting. He also has green deep eyes and white short hair.
Personality: He is much of a loner. He likes to be on his own: when hunting, when sleeping, when eating, almost always.
History: Sam was born somewhere in the wilderness, as his parents were traveling hunters. He learned from his parents while being young how he needed to hunt, using traps, but mostly using archery and stealth. He, his parents and the rest of their small traveling company lived like this for a long while.
Sam lately discovered that he has illusion powers, as he was hunting with his group, and could get as close to the animal without it even noticing it was right next to it. After killing it, he noticed he couldn't see himself anymore, like he was invisible. Scared for what the rest of the group or even their biggest ally, the Ebonfort, might think, he hid his powers ever since.
Appearance: Alya is seen as more elegant, but can also be described as ‘cute’. She is quite short, being around 5’1”, and she is quite slim. She’s not ‘gifted’ in physical proportions that one would look usually for in a woman, but this doesn’t make her undesirable. Despite having a lack in these physical traits, she is still quite feminine in figure. Her hair is white with a hue of blue, the tips reaching the middle of her back. And her hair in braided at the top. Her eyes are of a similar colour to her hair, but has a slight greenish tinge. She usually wears an eastern style dress which reaches above her ankles. She doesn’t wear shoes. Despite being an elf, her elven ears aren't very long or sharp, but they are still a little pointed.
Personality: Alya can be described as a person with their ‘head in the clouds’. She’s quite unaware of her surrounds and tends to get lost most of the time, however as of recent events, she has become more aware of things happening around her, especially due to her enhanced hearing. Since she is mute, conversations with her can be rather off-putting for most, but she has a full grasp of the common language, so she is able to respond with gestures. If she has paper and ink on hand, she will write responses. She has no grasp on the meaning of ‘title’, so any officials or even royalty is mostly ignored due to her lack of awareness. Aside from her quirks, she is quite patient and kind with others.
Alya was born of an Elf/Human couple, who run a local tavern in Green Fall. She was going to work there as a waitress, but it was discovered that she couldn't talk and her personality… Wasn’t quite what they expected. Her parents were concerned, as communication was something that was very important when running a Tavern.
Fortunately, Alya found her passion in music when she borrowed the Tavern bard's flute. Her parents were surprised and delighted when they first heard her play the instrument. Even though she only just picked it up, she could play some basic tunes. With some music lessons from the Tavern's bard, she began to play music for the customers when the Bard wasn't around. Alya was given the nickname "Echo" by travellers who didn't know her name, because her music seemed to echo in their minds even after they had left the city the following day.
As Alya learnt how to play the flute among other instruments, she began to develop magic potential within her. However she has never noticed it. But she somehow uses it without knowing, and it’s used when she’s playing an instrument. She is effectively, a Song Weaver (One who manipulates song or sound). Whenever she uses an instrument, it is used as a conduit for her magic which causes the sound to resonate in a weak hypnotic magic.
What kind of effect her music has on others usually reflects her current emotional state or her intent when playing said music, which can influence the way listeners feel when listening to her music. Recently, she has realized this power, but she is careful with using it as she does not wish to harm anyone.
Her parents were initially against her travelling as a Bard, but they were convinced to let her go after her music had sent a weak shudder of hypnotic magic to change their mind.
Notes: - She likes to play the flute as she travels which inadvertently causes her magic to activate. Which usually causes small animals to follow her around. - Despite being a half-breed, her elvish side is more prominent in terms of appearance.
Music can't solve all problems The Helplessness of Being a Mute Herbalism: Honey and Lavender Antiseptic (Recipe) Sewing: Simple Interrupted Stitch Nodeology: Doctor's Knot Magic: Songweaving with your Flute Medicine: Running towards danger to help Knowledge: Using your magic can go wrong! Knowledge: Beast: Bandersnatch. Knowledge: There are different kinds of magic. Death of Magic: Null Stone Ritual Story from Rilana Svarak: Over 300 Years Old Svarak: Is a Lord Knight Desire: To Speak With Svarak
Contact: Rilana Aurorime' Rilana: Clearly Stronger than a Gryphon Rilana: Gryphon Companion, Khona Rilana: Animal Trainer Rilana's Birthdate Rilana: Knows of the Death of Magic
Contact: Trix Greenlakes Trix: Rilana knows her too!
Animal Husbandry: Command (Sit) Animal Husbandry: Frigmount Dire Wolves are Silver, Grey, and Black Animal Husbandry: Puppies enjoy being loved Animal Husbandry: Soothing a Scared puppy Animal Husbandry: The First Few Months of Wolf Training are Most Crucial Animal Husbandry: Wolves Without a Leader Will Lead Themselves Animal Husbandry: Training Without a Voice is Possible Animal Husbandry: Command (Ready) Animal Husbandry: Command (Return) Animal Husbandry: Reward Good Behavior Animal Husbandry: How to Make and Use Training Dummies Animal Husbandry: Never Stop Training
Ledger: Cost | Item | Total +100gp | Starting Money | 100gp, 0sp, 0cp +216gp, 5sp, 5cp | Pay (Mauven) | 316gp, 5sp, 5cp +0gp, 13sp, 20cp | Mauven Festival | 316gp, 18sp, 25cp -15 GP, 2 SP, 5 CP | Pay (Ceruleo) | 301 gp, 16 sp, 20cp Income: 97 GP, 6 SP/Month (Due to living expenses), 2 GP/day Note: Can still go back home to her parents whenever.
Other:
It's a boy!
Dire Wolf Permit and Contract (Ebonfort) Companion NPC - Lyle Spikebush Title/Alias - Wolf Mother Injury - Minor Lacerations to Chest and Upper Arms, minor scarring Reward - As one of the men she stitched up was a well-connected butcher from the Ebonfort capital, he has promised free meat for Echo in thanks to Alya for stopping to help him. For the next two months, as long as Alya spends time in an Ebonfort city she will be able to acquire free scrap meat for Echo, which defrays the cost of feeding him during that time.
Birthday: 3rd stretch of the 1st day of Jadeyan; 294 DM
Birthplace: Silvermist
Resides in: Silent Rise
Occupation: Apprentice to Gherick Longarm, the physician from Silent Rise. Civilian Representative of Silvermist.
Appearance: Extremely small for an adult fairy, Lyria is 3.75 inches tall and weighs about 2.75 ounces. Her hair is long and dark brown, falling in ringlets past her waist (though she normally keeps it pulled back into two braids), and her eyes are a pale turquoise blue. Usually she wears outfits similar to the one in the picture: A knee-length dress tunic over calf-length black leggings and dress shoes. Her wings are rather small, compared to most fairies, and are a light blue color dappled with black, getting somewhat more sheer towards the edge.
Personality: A kind and caring girl, Lyriia is generally altruistic. She does everything she can for other people’s needs, sometimes to the detriment of her own. She often goes days without eating or drinking because she gets focused on some medicine that needs made. She’s terribly curious, often annoying the taciturn residents of Silent Rise with her many questions and often requiring rescue from her harebrained ideas and theories.
History:
Lyriia is the fourth of six children. She currently lives with her siblings, her twelve-year-old brother Gaeven, her nine-year-old brother Mykiel, her twin brother Lyellan, her five-year-old brother Kintaer, and two-year-old sister Kierie.
There are several families of fairies who live in the slender branches of the mighty oaks, far above the heads of the Men and other races of Silent Rise. Among them are the Elenye.
For several years they remained in the trees, keeping their children ignorant of the world below.
That all changed a few days after Lyriia’s fourth birthday. She was by far the most adventurous of all the Elenye children. She wanted to explore the world that she saw so far below her. So she did. Accompanied by Lyellan and Kintaer, she snuck out of her family’s home and flew through the silent village.
She expected it to be warm and light, maybe full of laughter. The gatherings of the fairies were always lively. She did not expect the silent brooding walkways, the enormous trees that threatened to swallow her. She was repulsed, and yet fascinated at the same time.
They lingered there for hours, which was their downfall. Kintaer, only barely three, didn’t have the stamina of the older two. But he was desperate to keep up with them, until he was literally too exhausted to continue flying, and fell, all the way to the ground below.
Lyriia and Lyellan tried to catch him, but they were too slow. He had hit the rocks on the forest floor, thankfully landing on a patch of moss, but nonetheless having hit hard. His wings were damaged and he had several broken bones.
They carried him to the first house they could find. As luck would have it, it was a kindly, if gruff, old man who was a physician. He said that he would set Kintaer to mend if one of the twins would agree to learn medicine from him. Lyriia agreed to, since it was her fault that Kintaer had been hurt in the first place.
When the twins returned to their home carrying a well-bandaged Kintaer and told their parents what happened, their mother and father were (understandably) furious. They disowned Lyriia and forbid the other children from going back to the village.
Lyriia, brokenhearted, threw herself into her studies. She quickly earned the affection of her mentor, and progressed faster than even he thought possible. She loved being able to make things to help the sick and injured.
That all changed on Lyriia’s sixth birthday. She was tending to a man who had been attacked by a bear and was losing blood through a severed artery. The outlook wasn’t good, but she refused to give up on him. As she worked, she started to feel very lightheaded, and thought she was hallucinating as she saw a blue glow appearing in the edges of her vision, seeming to coat the man’s wounds. She fainted, and was asleep for two days. When she woke up she was in her own bed in her mentor’s house. Apparently she’d healed the man instantly, and he’d gotten up and walked away.
Her mentor was in awe that she, of all beings, might be gifted with magic. He was fascinated, thinking she might have been the first being gifted with magic in about 300 years. He tried to help her hone her magic, but keeping it secret from the people of the town.
Of course that failed; it was hard to hide such an ability when people who might have died returned to their families after only a few hours. She still couldn’t hope to control it, for it only flowed when she was feeling intense emotions such as grief or fear, but the raw power was there, and she had quite a lot of it.
About three months later, Lyriia’s master was confronted by some of the people of the town. The rumors had gotten out of control and they thought that Lyriia was some sort of psychopath. Some of the people she’d healed were a little… off, dazed like they couldn’t believe what had happened. They wanted to see the girl cut to pieces and left to die. They said that she had three days to leave the town or they would have her killed.
Her master wouldn’t allow it, of course. He had her leave that night, but he let her take all of her items, and she had quite a few. His mantra had always been “Be ready and stay steady” so she already had a fair amount of survival gear and weaponry. He bid her to never return, but as she flew away into the silent night, she thought she saw tears in his eyes.
In the dark of the night she fled back up to the treetops, and back to her family. Much had changed in the two and a half years since she’d left. Her parents were both dead, though her siblings wouldn’t say why. She had a little sister she’d never met, who worshipped the thought of her like an idol. Her siblings welcomed her back with open arms, in particular Lyellan. They were at first frightened by her magic, but they soon learned to ignore it, just being happy to have their sister back.
And so they settled for another few months. Lyriia started learning harp and singing from Lyellan, who had apparently been training to be a bard. She acted as healer for the fairy community. All was well and good.
But days would go by where she sat on a tiny branch and looked over the edge at the torches flickering below, wondering if she might not find another adventure down on the ground.
Gaeven: Hunter/gatherer, family's breadwinner. Birthday: 7th of Vermillio 288 DM Mykiel: Herbalist. Birthday: 14th of Ceruleo 291 DM Lyellan: Squire of Captain Knight Kalim. Birthday: 1st stretch of 1st of Jadeyan 294 DM Kintaer: Hunter. Birthday: 3rd of Saffra 295 DM Kierie: Apprentice Jeweler. Birthday: 4th of Mauven 298 DM
Medicine (51) Aerobatics (6[+30]) Healing Magic (19) Observation (9) Leadership (9) Weapon {Dagger} (8) Herbalism (6) Music {Lyre} (5) Music {Vocal} (5) Slingshot (5) Socialization (6) Bodybuilding (2) Flirting (1) Logic (1) Land Navigation (1) Persuasion (1) Stealth (1) Subterfuge (1) Starting: 90 Racial Bonus: 30 Story Rewards: 45
Contact: Captain Knight Kalim, the Crazy Katzheer Ebonfort Law: Magic isn't Illegal Kalim: Absolutely Hates Paperwork Kalim: Son of a Farmer Kalim: Knight Victorious Contact: Warden Knight Drisceya Ebonfort History: Stone Crest joined in 250 DM Thought: "I'm the first known mage since the Death of Magic." Ebonfort Law: Protocols for adding a new village Guilty Thought: Trading Brother for Village Contact: Ahmal Ervallen
8th Jadeyan: Migraines, bodily pain, exhaustion for 10 days, full recovery naturally.
Ledger: Cost | Item | Subtotal +100gp | Starting money | 100gp, 0sp, 0cp. -12gp 6 sp | Expenses for Crimsia | 87gp, 4sp, 0cp. +244 GP | Pay for Ceruleo | 331gp, 4sp, 0cp. +472 GP | Pay for Jadeyan | 803gp, 4sp, 0cp
2 gp/day | Wages (Apprentice Healer)
Story List: Date - URL - Characters involved 39th Crimsia 300 - Who Are You?! - Lyriia Elenye (Complete) 8th Jadeyan 301 - Fairies Shouldn't Fly Alone - Lyriia Elenye and Ahmal Ervallen (Complete)
Appearance: Megumi is quite a beauty by Ebonfort standard, her long flowing hair and her bold red irises make her quite desired by many a man. She isn’t very tall in stature (Around 5'5”), and her womanly proportions are lacking a little due to her slender build, but this doesn’t detract from her overall attractiveness. She tends to wear her ‘thieving’ clothes around in broad daylight, because she’s confident that she can get away with anything. The only thing that identifies her as part Katzheer is her black tail and her cat-like pupils. Her human-side seems to be more dominant in her physical appearance.
Personality: Megumi is an extremely money-driven person, it's difficult to find something she wouldn't do to make a few good gold pieces. Despite her ‘profession’, she’s a social person, quite extroverted and pretty easy-going. She can be warm-hearted toward others, but when it comes down to her thievery, she is at her coldest. She will not hesitate to kill people who interfere with her activities. She has a tendency to avoid talking about herself when it comes to her personal life, but she’s willing to talk about everything else. She is willing to use her womanly charm to get what she wants from others.
History: Born of a Katzheer mother who was a skilled, if not professional thief and a Human father who worked in the Azure Strand crime network, she learnt how be independent from a very young age. Her mother taught her the skills that she needed to survive in a world like this. You needed to take things that you needed.. As well as what you wanted.
As a child, Megumi was quite a mischievous one, and was seen as the troublemaker in the town. Using the skills that she continued to learn from her mother, she started to pick pockets and steal food from the stalls and shops. She'd often give the stolen food to other children who were less fortunate, but as time went by, those children started to disappear. Gradually she became colder in personality as she wasn't stealing for others anymore, but for herself.
She had lived in the Azure Strand for most of her life, but her parents had decided that she should start travelling and learning about this country. The good things and the bad. Keeping in mind her mother's favourite saying, 'Dirty money is better than no money.'
- The Sound of A Screamer's War Cry - Magic: Portals are Real - Magic: Shields are Real - Magic: Shields can be Weakened and Broken - The Sight and Smell of Another World - Magic: Portals Shrink Over Time - Animal Husbandry: Balauradon - Nests for Regular and Crystal Eggs - Warden Knights are Selfish, Thieving Scum - Blood Oaths are Real - Magical Healing is Real - Amaretta: Knight Healer
- Jakobi's Blood Oath - Masked Coin - Two Balauradon Teeth (Vilemaw) - Can infect anyone stabbed or slashed by them, spreading massive infection, and usually leads to death in twenty minutes after bouts of fever, paralysis, intense pain, greening of the skin. If survived, major loss of limb and body around the affected site. Limited number of uses before becoming a regular tooth. Effects are currently unknown to Megumi.
Name: Gregory Whitehorn Race: Gargoyle Gender: Male
Age: 67 Birthday: 6th day of Ceruleo, 233 DM Birthplace: Stonecrest Mountain, on the peak of Whiterock Eyrie Resides in: Greenfall Occupation: Weaponsmith (25 GP/day)
Appearance: As rigid and unmoving as stone, Gregory is an imposing figure throughout Greenfall. With his chiseled musculature hewn like rock and his towering body built like stone, he stares down most common folk as his gray gaze penetrates from a height of eight feet. His thick five and a half feet tail winds around the spaded tip trailing behind him as his bi-clawed feet distribute the five hundred pounds muscle, bone and overt masculinity. The pair of wings behind him are usually retracted back, pulled up against his already impressive figure despite the nine foot wingspan which would add even more size to his appearance. The two pairs of horns which sprouts and curls back from the sides of his head distinguish him from other Gargoyles, as while one pair may be somewhat common feature, two pairs are from the -Horn gargoyle Clanline exclusively. His tough skin is an alabaster white and riddled with visible veins giving a marble-like appearance to his body which identifies him as part of the White- Populous of gargoyles from Whiterock Eyrie, and hence his last name. While Gargoyles tend to wear sparse clothing due to their tendency to imitate statues, Gregory’s clawed hands are usually gauntleted in metal, useful for the forge along with the apron he wears over his body and little else save for the occasional tool belt around his waist. On occasion, if not working the forge, he will use a loose simple toga as clothing, although he usually wears his work outfit given that he works almost every day.
Personality: Stoic and Laconic, Gregory is hardly a conversationalist. While he does not speak much, he does have an undeniable presence. He is a practical man, firmly rooted in his thoughts as rigid as his body. Beneath the hard exterior however is a good man who would become a lifelong friend despite his quiet communications. Those who have known the Gargoyle long enough can almost read his mind and understand him by merely looking at his facial expressions. Of which, his visage often looks rather disapproving and dead as he hardly ever smiles with his brows locked into a scowl. Only a true friend or madman could possibly understand the small differences in his stone face, but only a friend couldc interpret them correctly.
History: [The Abridged Version] Gregory, or “Gregor” as his mother called him was born and raised on the summit of Whitestone Eyrie overlooking the Stonecrest Mountain Range. His father was also a White Gargoyle native to the peak, yet never really was a family man, as most Adult Male Gargoyles do not attach themselves to a family, or a single mate. As such, his two Grey half-brothers joined him from their father who was a native of Blackrock Roost, shortly after his Mother returned from the Peak with another mate to support their needs. But soon after Gregory came of age, his adoptive father decided it was time to remove the odd child with the coming of another of his offspring and sent him down to work as an apprentice blacksmith in Stonecrest.
Eventually, after a few years, he had learned he had another half-brother, his adoptive father had left, and his other two brothers had died working as a mercenary and the other a miner. And seeking to leave the shadow of his master, Gregory set out towards Greenfall to set up his shop to help support what remains of his family. Although his mother had taken yet another mate despite his efforts and loan from the Ebonknights. Despite this, with the construction started and materials bought, and the contract irrevocably signed, Gregory had little choice but to smith in Greenfall. He had recently managed to purchase his home, which sits above his open forge, accessible only by flight or chain pully-system. The shop was another issue all together, and he still owed the knights quite a bit, although he had been working the metal for the community for decades now. He has also managed to take up an apprentice, who despite his failings as a smith, seems useful enough to keep a gargoyle company even though he already has a dog as a pet.
Ledger: Cost | Item | Subtotal +80 GP | Starting Money |80 GP 0 SP 0 CP House/Shop | Paid/On Loan.| 0 GP
Contact: Krigar Stonetongue Valley of the Screamers Location: Copse of the Blood Vines Screamers' Tribe: Blood Vines Contact: Warlord Keelie of the Blood Vines Contact: Gerhein of the Blood Vines Gerhein: Stronger than 3 Knights Combined Keelie: All Things Have Real Value Keelie: Scary When Agitated Keelie: Can Kill with Ease Blood Vines: Trade Ritual Keelie: Always has a Knife Keelie: Has a Magical Tattoo Ally of Keelie: Giant Crimson Vines Keelie: Stronger than a Squadron of Knights
Other: Trade Agreement with Keelie of the Blood Vines
Story List: Date - URL - Characters involved 24th Crimsia,300DM - The Silent Watch- Gregory
Age: 28 (He looks about it and that's what people tell him how old he looks)
Birthday: 22nd of Mauven 272 DM (This is more or less made up since he doesn't know the exact date of his birth)
Birthplace: Unknown
Resides in: Ruby Banks
Occupation: Former circus acrobat turned thief
Appearance: Galawynd is a fairly standard White Elf in terms of height and weight, coming in at 5 feet 10 inches and some 107 pounds. While he is fairly skinny, there is a fair amount of muscle on his bones, enough to keep him agile at least. His hair is a dark, red-orange that he dyed as part of his street preforming stunts and is most often unkempt or brushed back into rough spike-like things. His eyes are a cross of dark brown with a bit of grey. His ears are not pointed like most elves since they were cut off as a result of his first heist as a thief, leaving him a bit deaf sometimes. The most notable facial feature of his is the scar going down his right eye, which was also a result of his first heist.
Much of whatever clothing he owns is dark colored most often black despite it being one of his less liked colors. His normal attire usually consists of black jacket and pants with gloves; an undershirt is occasionally worn if he needs to be "formal". When thieving, he dons a facemask and a tattered cloak.
Personality: Galawynd is a unique mix of professional and cocky. He never creates any sound, solid or clearly defined plans but instead prefers to make it up along the way. Always wary for guards or soldiers, exercises a limited amount of caution in public areas. His natural creativity supplements his "job" greatly although he does know the importance of good planning after he didn't do any with his first heist that left him scarred.
He finds himself with a network of interesting people, some of which are just normals and some that are a bit shadier. He often puts on a gung-ho first impression on people which may or may not last. Some people might find him too erratic to do anything incredibly useful, but Galawynd himself says otherwise. He is very flexible (both socially and physically) and able to adapt to most situations without much issue. As for his thieving style, he relies less on stealth than just getting in quick and getting out quicker.
History: Like all White Elves, Galawynd has no memory of his childhood, his birthplace and even his parents are only disembodied voices in his head. He suspects that he was abandoned by his parents as the first actual memories are that of the circus he was once in, Caliradis Circus. However, it seemed the circus was the best place to do his first Purpose: to make people smile.
Caliradis Circus was a travelling band of entertainers, acrobats, jesters and similair folk who treated Galawynd like family. The elf himself often thought as the Circus Master, Doulbre, to be a sort of surrogate father and all the others as siblings. It was in Caliradis that he dyed his hair and learned the ways of the acrobat from more veteran performers. Despite the circus' good nature, sometimes they would have to resort to shadier methods of feeding themselves when times got tough and they couldn't raise enough money to pay for food. With the assistance of a young Katzheer wire-walker, Galawyn learned how to successfully pilfer bits of food from unsuspecting bakers and shopkeepers.
However, all of that would soon end four years into Galawynd's stay with Caliradis. As they were traveling one day, a horde of bandits swarmed their caravan, pillaging, slaughtering, raping their way through much of the circus. Galawynd and the other acrobats were lucky enough that they were able to outrun the bandits but returned to decimated camp. And there, with his dying breath, Doulbre whispered something that to this day he refuses to share with anyone. Whatever was said though, changed Galawynd from that very moment.
Despite telling what happened to the guard in the nearby town of Scream Watch, some of the local nobles "convinced" the guard to forget about a "wondering pack of gypsies and vagrants" Galawynd suspected those same nobles were dealing with the bandits that destroyed the circus. The White Elf had already completed his first purpose of making people smile, and now, with his life destroyed and nothing to loose, he found a new purpose: to make people pay.
For the following months, he worked from the shadows, sometimes with people and sometimes without, to make the noble's lives miserable. Pilfering their loose change, sabotaging their carts and picking their pockets, it might not have been much, but it gave the elf comfort in a strange way. He did all of this until he built up the confidence to go and loot one of their houses. Unfortunately, in his zealous haste, he made no proper plans and was quickly apprehended by the noble. Deciding to personally punish the thief, the noble cut off the tips of Galawynd's ears and cauterized them with a hot iron before slashing his face and using a hot iron on that wound too. Months would pass until he would be able to find a way to escape the noble's grasp, but when he did, he made sure to slit his family's throat, take whatever valuables there were and burn the house to the ground. Seems though the torture left him more than just wounded on the outside.
Since then, Galawynd has made his way to the Ruby Banks using the money he got from selling off the loot of his first heist and as continuing to be a thief. While he's no infamous, notorious Robin Hood, he's managed to make himself a decent living of stealing and picking pockets to the point the town guard has sent out several bounties for him and locking him up several times. As of now, he leads a sort of nomadic life living in the city, most commonly in the poorer areas or on the outskirts. He has since long forgotten what its actually like to live in one spot for any extending period of time, always moving from the town guard.
Resides in: Rilana is pseudo-nomadic. When she is staying near Frigmount to work as an animal trainer/breeder she stays at the RimeFire Ranch, but when she has off time she usually wanders the wilds outside the city, having no permanent home. Her disappearances can be somewhat random, and she often gets caught up tracking migratory animals out of sheer curiosity.
Occupation: Animal trainer and breeder, primarily the tundra animals she is used to but with a special focus on canines (dogs, wolves, foxes), horses, and raptors (hawks, eagles, owls).
Appearance: Like most moon fey, Rilana is almost supernaturally beautiful. She is 5'10" and svelte with a flawless pale face and silvery hair that is slightly tinted with pale colours reminiscent of the northern lights. Her most distinguishing features are her entrancing eyes, which are a deep sapphire blue. Her arms are lined with several claw and teeth scars from her work. She is usually dressed in leathers and furs. While she is immune to the cold, protecting herself from ice and damage from her animals requires sturdy clothes. Even so, she cleans up really nice.
Personality: Rilana tends to be very reserved, patient, and calm and has a no-nonsense approach to most things. These are traits that lend themselves well to working with potentially dangerous and sensitive wild animals. Around other fey she is empathetic and friendly but maintains more caution around questionable races like humans or people who are boisterous and flamboyant. She prefers the solitude and peace of working outdoors, especially in the cold pine forests and frozen plains of the north and tends to get somewhat anxious in big cities, even in Frigmount that is populated by her own people. She is generally regarded as a good listener. She enjoys music..
History: Rilana's parents knew she was going to be a Druid as soon as she was old enough to crawl after the family cat. Her mother, a talented ice Elementalist, tried to turn her to a 'more elegant' path of magic, but ultimately failed. As a child Rilana spent more time playing with the sled dogs than she did with other children, and she trained her first snowy owl when she was ten. This affinity for working and training beasts only continued to strengthen over time. As the years went by, Rilana brought home increasingly larger and more dangerous animals until one day her parents refused to let her in the house with a polar bear cub. Unwilling to give up her passion, Rilana left home to build a modest cabin at the edge of the permafrost and sought out other Druids to learn from. Recognizing her skill, other moon fey and people from surrounding lands have come to Rilana for help training sled dogs, wolves, Fjord-horses, raptors, and even more exotic and rare glacial beasts. In more recent years, she has become the top trainer at the RimeFire Ranch, which is the only stables for breeding and training Fjords in Frigmount and perhaps the world. These animals are exceedingly exclusive and almost sickeningly expensive, and when a sale is made Rilana prefers to deliver the animal personally, regardless of distance.
Special Abilities: Immunity to Cold (racial) Shapeshifting Ability (racial, tundra animals only) Familiary (Novice) Mindspeak with Mages (Journeyman Druid)
Suspicion: Something Amiss Outside of Frostfell Suspicion: Frigmount has been Gone for Hundreds of Years Familiary: Becoming One with Khona Familiary: Marking with your Familiar Location: Stone Crest Location: Ebonfort Location: Knight's Tournament -- Animal Husbandry: Gryphons are Quite Stubborn Animal Husbandry: Gryphons Don't Like Being Pulled by Ear Tuft Contact: Alya Alya: Mother to Echo, Red Dire Wolf Animal Husbandry: Green Fall Dire Wolves are Uniquely Red Echo: Orphaned at Five Months Wilderness Survival: Setting Up Camp Familiary: Marking When Unseen Teaching: Teaching a Mute -- Magical Portals are Real Animal Husbandry: Northern Horses are Shorter, More Wily than Southern Horses Animal Husbandry: Balauradon - Has a fiery bite. Animal Husbandry: Balauradon - Can be killed by snapping either neck. Magic: Portals Shrink Over Time Desire: The Gaze of Lord Svarak Ebonfort: Foreigners are Second-Class Citizens The Knights Grant the Honor to Name Creatures I Named the Balauradon Contact: Knight Togan, Friend in Arms -- Dwarves are not trustworthy Contact: Verissa Beatrix Greenlakes aka Trix Trix: Doesn't know much about animals Trix: A 'bona fide' herbalist Trix: Owns a shop named 'Trix's Tonics and Tinctures' Herbalism: Elderberries and feverfew are good for fevers and infection Herbalism: Velvet plant petals are used for frostbite Ebonfort: Foreigners are not protected by Ebonfort Laws Ebonfort: Magic is a touchy subject Location: Knows were Ruby Banks -- Animal Husbandry: Rewarding Accidental Behavior Contact: Sergeant Nidic Sergeant Nidic: Is a Were-Cat of some kind (and he needs a tic-tac) Sergeant Nidic: Is Aggressive Sergeant Nidic: A Challenge for A Future Spar Bruin: Assigned for Use by Frigmount Envoy Bruin: Remembered His Training Suspicion: Frigmount Elders Made Her Envoy? Suspicion: Svarak is Much Older Than He Appears Svarak: Has Visited the Frostfell Mission: Plan and Lead Expedition to Frigmount Warning: Don't Take the Mountain Passes. It is Death. Citadel Location: Hidden Lift to Svarak's Office Contact: Tomas, Svarak's Squire Tomas: Tends to Horses Well -- Svarak's Fable of Skyfire Ebonfort Law: Magic isn't Illegal Svarak: Became a Knight After Frigmount Mission, Before Death of Magic Juloya: Handmaiden to the Last Ruling Princess of Frigmount Gods Existed before the Death of Magic Death of Magic: The Nameless God That Led to it Death of Magic: Null Stone Ritual Svarak: Tasked with Killing His Lover to Save the World Null Shard: Can Transfer Memories Promise: To Assist Svarak on his Mission Nagging Thought: I am an Heir to the Royal Family? -- Mental Note: Talk to Trix about Frozen Honey Food Preservation: Honey Can Freeze Alya's Purpose Suspicion: The God from Svarak's Memory Might Be Involved in Alya's Purpose
Familiar:
Male gryphon
Possessions:
Item | Acquired | Value Explorer's Outfit | Starting | 10 GP Fancy Traveler's Cloak | Starting | 10 GP Professional Outfit | Starting | 1 GP Leather/Hunting Armour | Starting | 10 GP Dagger | Starting | 2 GP Longbow | Starting | 75 GP Iron-Tipped Arrows x100 | Starting | 1 GP Bit and Bridle | Starting | 2 GP Horse Feed x10 | Starting | 0.5 GP Animal Training Kit | Starting | 75 GP Healer's Kit | Starting | 50 GP Tent | Starting | 10 GP Backpack | Starting | 2 GP Bedroll | Starting | 1 GP Pot, Iron | Starting | 1 GP Waterskin | Starting | 1 GP Flint and Steel | Starting | 1 GP Flask | Starting | 0.03 GP Heirloom Jewelry | Starting | ?? GP Snowflake Lichen (magical) | Part of Medicine Kit | - Familiary Effigies (moonstone and ice) | Starting | Druid White Raven | Quest | - Baby Balauradon + Satchel for carrying | Quest | - 1 bottle Honeymead | 10 GP | Purchase 1lb. Jar of Honey with Comb | 2 GP | Purchase Lump of Onyx | Quest Sweetmint Leaves (handful) | Quest Envoy Sash, made of Silver Spider Silk | Quest
Ledger: Cost | Item | Subtotal +200 GP | Starting Money | 100 GP 0 SP 0 CP +1000 GP | Extra Money for not having a house | 1100 GP 0 SP 0 CP -253 GP (rounded up) | Starting purchases | 947 (rounded down) -12 GP | Honey/Mead Purchase | 935 GP -10 GP | Healing - Mauven 31st | 925 GP +469 GP, 7 SP | Mauven Pay Day | 1394 GP, 7 SP +469 GP, 7 SP | Ceruleo Pay Day | 1863 GP, 14 SP +472 GP | Jedayan Pay Day | 2335 GP, 14 SP Occupation Pay (Animal Trainer, Novice) (Envoy, Novice): 8 GP/day
Other: Receipt for the Sale of Fjord (Bruin) to Lord Kharik Medium Coin Chest (1000 Gold Pieces) Bite Wound to Shoulder, several cauterized punctures. Will be scarring unless treated by a Journeyman+ Healer. (Healed) Minor Injury: Cut on the hand, may cause minor pain if used too often. Will take around 2 tendays to heal and create a small scar unless treated by Novice+ Healer. (Healed) Scroll: Invitation to Speak to Lord Svarak in the Capital Taken
Occupation: Scribe; copies various documents, usually consisting of commoners. (2 GP/Day)
Personality Gianna is a sweet woman, if a bit shy, however more than socially adapt. Though generally a loner out of habit and experience, she will tend to cling to those who she feels impressed by, even though she tries to be cautious about letting this happen. For those who don't fit this mold, she tends to be harder to befriend or get to know, but doesn't ever stop anyone from trying. Se also has a big heart and tends to want to help out when she can and spends a lot of time daydreaming about romance. Besides this calling her a dedicated scholar might be a bit of an understatement, as she loves to learn anything anyone is willing to teach her and has a special interest in artifacts, especially from the magical era.
History A cliche wrapped inside an abnormality, Gianna was introduced into this world without knowing anything about her parents. Even though she was taken in by an orphanage as a young babe, her unique features made it hard to blend in or ever be a part of 'normal' society. Her peers were always more fascinated and focused on her physical features as a "large fairy" than they ever were on her personality or the acquisition of her friendship, making her childhood a lonely events of being gawked at. There was one saving grace for her however in the form of reading and so instead of trying to run away physically or lashing out, she instead buried herself into mostly fictional books about legendary heroes, myths, and legends.
Growing up was of little difference, and in fact, the growth of her wings only made it more impossible to sustain or form normal friendships. She was treated nicely but always felt this to be a facade, suspecting that others only wanted to treat her kindly because of her outward beauty. Well within her teenage years, this was only confirmed further as men - especially at night in a drunken haze - only felt interested in her if she were to follow them into their bedchambers. The very thought disgusted her, causing her to anger them on more than one occasion. Thankfully her wings had not been just for show, but functioned exactly like her smaller cousins, lifting her easily into the air and away from the foulness of their lust.
The fact that she took up scribing did help a little, giving her a secluded job that gave her civil clients that only wished for their documents to be copied and edited. The job gave her time to read through parts of other people's lives as well as a book in her hand when clients were far and few between. Still, the lack of a family or friends gave her a sense of mistrust and abandonment and instead propelled her nature and intense curiosity into ancient lore. So much so that is not uncommon for her to leave the city on her off days to explore some of the cave systems and ruin sites dotted across the land - her flight giving her a great deal of freedom to explore and learn.
Personality: Ava isn't much for talk or even emotions. She tends to stay to herself. Though she seems like your average stick int he mud, Ava is actually nice and pretty chill once you get to know and understand her. She also suffers from nightmares, lucid dreams, and even depression. Ava also tends to be a flirt with others to either steal from them or for personal entertainment.
History: In her previous life, Ava was just an average thief who had screwed up and caused herself to get executed. She then roamed the earth as a lonely spirit, though during this time period she was dead. Ava's depression grew, spirits ave feelings too, and seeing ow no one could ever see a spirit she roamed aimlessly with no purpose. Until that faithful day she was lucky enough to return to her body.
Occupation: Apprentice blacksmith to her father, Draenik Woods.
Appearance: Vera has long, wavy brown hair that rests a few inches below her shoulders. She is not thin nor lanky, but has a full figure and visible muscles. She stands at approximately 5’8” tall. Her eyes are a sharp, cold blue, and her skin a lightly tanned color. She tends to sport loose-fitting garments in the warm months, specifically sleeveless shirts and knee-length shorts. In the winter, she wears tighter and longer, more covering clothes.
Personality: Being an outgoing and social person, Vera is considered a chatterbox. Unfortunately, this causes her to spew words from her mouth without thinking about their meanings most of the time. She tends to leave the past in the past, yet dwell too much on the future. She is somewhat clumsy and often forgetful, but doesn’t let this get in the way of her work. People who associate with Vera would describe her as odd, but fun and very kind.
History: Vera was born to Draenik and Alanna Woods. At the time, her father was a lumberjack in Green Fall and her mother was an aspiring herbalist. Her mother’s career never took off, however, for she fell fatally ill when Vera was only six years old. Despite her mother’s personal and best attempts to nurse herself back to health, Alanna Woods passed away when Vera was eight years old.
Shortly after the passing of her mother, Vera and her father moved to Stone Crest. It was there that Draenik picked up blacksmithing, and started a thus-far successful business with his brother, Roddik. They have been residing in Stone Crest since.
At the age of eighteen, Vera’s initial choice was to attempt to become a herbalist as her mother had once dreamed to do. A year later, she dropped this decision and began working as an apprentice for her father and uncle.
During Vermillio in the year 300 DM, Draenik fell ill under the same condition his late wife had. After a week of visits from varying sorts of practitioners of herbalism, Vera became desperate to save her father somehow. As she sat by his bedside in an almost more pathetic mess than he, Draenik took her hand and placed it against his chest. It was then that Vera's healing magic broke through and saved her father's life.
Name: Zael Glast Race: Were-Alligator Human Gender: Male Age: 21 Birthday: 2nd of Crimsia, 279 DM Birthplace: Green Fall Resides in: A large hut on the outskirts of Green Fall. Occupation: Herb Supplier
Host Appearance: A human of small build, standing around five feet tall, with thin shoulders and effeminate features. With thin eyebrows, pale white skin, long dark green hair in a single braid that falls to his knees, and soft voice he comes out very androgynous to the average passerby. He has a piercing in each ear that has a tiny silver ball-and-chain earring to match his soft grey eyes.
Animal/Hybrid Appearance: An alligator of twelve feet in length, glossy dark green hide, and small gray eyes. When in hybrid form, the mesh between human and beast combine to be mostly humanoid in shape. His skin becomes rough and dark green, shoulders widen and legs become thicker, nails darken to black and eyes become slitted taking grey sclera with black pupil. He gains massive four foot tail and his jaw widens with a slight elongation with many teeth.
Personality: Zael is often deceptively kind or compassionate finding that it often puts people off guard and accepting, choosing to speak and act this way because it benefits him more. Despite being cunning, he does not enjoy lying, and it more often honest or choosing to speak in half-truths. His real feelings are often more somber or isolated which he hides, yet despite these feelings he chooses to be social and interactive with many a person.
As to his profession he loves the wilderness, nature in all things, and finds creatures of the world magnificent and wondrous. Naturally this fascination manifested his occupation of going out into the forest or wild to collect herbs, gather food, or inspect new flora. Often this can spark an obessive tendency within him to seek further knowledge or wander deeper, one of the few things to bring him out of his buried emotions.
History: Zael was born into a peasant family of farmers in Green Fall. He wasn't alone at his birth as he was born with a twin sister. To the parent's surprise both of them were were-creatures, him an alligator and his sister a snake. This abnormality made the parents worried for the future, as they weren't sure how to handle or even raise a child, let alone two, with unique needs. After all, they were only human. Yet it turned out that they could handle it, as a peasant's fortitude and persistence is never to be underestimated.
Yet at a delicate age of three, where both were bordering adulthood as were's develop quite fast, the two siblings were wandering the woods in their animal forms. It was natural to them to spend it together, as they were very close. The first warning was when the quiet set in. It was abnormal to the forest, but it didn't register until to late. An arrow from beyond their sight struck the sister down, and before she could transform to show who she was a second came just as quick. All happening in a few seconds, and all in front of Zael's eyes. The siblings were known roughly around town, so wariness of their animal forms has spread, but today a travelling pack of hunters had been passing through. Before she succumbed to her wounds she took her host form just as he did so to reach her body. With her last words she pronounced her familial love and wished him to not mourn her or seek revenge.
The incident settled with the hunter's helping bury the sister, and attending the funeral in atonement for it was all a tragic accident. It struck Zael hard, as if he lost half of himself, but respecting her words he didn't seek revenge, but he couldn't follow it all. He fell into depression, becoming morose and lethargic. Spending days on end merely lying still and wasting away. Several years passed by, yet his feelings still stayed dark. Never would he let them leave him, for fear it would mean letting go of his sister. Still, his job and help his old parents living he ventured out into the forest to try and forage for things of use becoming rather skilled at it, as he and his sister often did in the past. Out there that day he spotted a marvelous baby black and blue snake. While normally respecting nature's law he would've left it alone, but overcome with memories of his sister he picked it up and took it home.
This baby snake soon encompassed his world, for it was such a small thing yet gave him light. He cared for it tenderly, did everything he could to raise it, and devoted a part of himself to it. Almost is a literal sense, as a strange magic began working between him and the snake. Over time as the snake grew it became stronger and stronger, then after a couple years grew into a spark that trasncended them both. It felt as if their souls were intertwining, and after it was over he realized what it was, and could feel the instinct of magic within him. They had become master and familiar.
It was a turning point in his life. The feelings of sadness and loneliness still dwelled within him, but now he had a path to follow with a light to guide him. His interest in his occupation grew, and slowly he began travelling further and further, to even other cities to sell and collect herbs all with his companion at his side. Now feeling as if he was finally whole, his life began anew.
Familiar: Zenari is a snake with black scales lined with blue across its sides. Her head and tail change into an orange coloration and her thin body extends to five feet long at full. Her venom is rather dangerous, capable of causing great harm or even death in large doses.
1st attempt: I apologize if the possessions/ledger are a bit cluttered.
Name: Chartose Treeshedder
Race: Charr | Gender: Male | Age: 26 Birthday: Mauven 21st 274 DM | Birthplace: Silent Rise | Resides in: Green Fall Occupation: Mercenary
Personality: Stubborn free-thinker, will often do things just to spite the will of the naysayers despite a complete lack of preparation or forethought.
Chartose was born along with an older sibling from a pair of Charr from Scream-watch, Ivan Treeshredder was a knight recovering from old-wounds, Lunette Gravepaw was a healer. They met after having his father's post moved to the quieter barracks of Green Falls, having their firstborn-son Vladimir shortly afterwards within the barracks. They quickly found an inexpensive home for their new family in Silent Rise. It was there they had Chartose.
Growing-up, Chartose had two older male figures of his species to look up to. Ivan would often fill his head with stories of grand fights, while Vladimir often taught him how to get in and out of mischief in the inhospitable forests. Or rather, tried.
One fateful night on Saffra 42nd, 291 DM the two were out watching over some traps when the two dozed-off. Chartose was the first and only one to wake-up to the sound of his older brother getting mauled to death by a flying Chimera; shortly after narrowly escaping the ordeal with his life, his parents bought him a guard-dog which they named Becker. The two were inseparable. Chartose even bought a second, larger "dog" (actually a raptor) that could run with him upon its back and named her Tricia sometime in Vermillo 296 DM. One year later Ivan died of medical complications on Ceruleo 49th and Lunette went back to work in the Scream Watch barracks, never to be seen or heard of again. It was presumed that in her old age she couldn't make the trip.
In the years that followed, Chartose strove to be quite the able-bodied huntsman, but was a little too bold and foolhardy. It wasn't long until the small town of Silent Rise called a meeting, and offered to buy his home and provide him with provisions, so long as he left peacefully.
Ever since, he'd been living in the woods and off the land whenever possible despite setting-up a mailing-address for himself in Green Falls, either learning or inventing superstitions to keep the memories of his family alive. Every so often he'd rent an inn at Silent Rise, take collections, and offer them as charity to the wounded-knights recovering in the Green Falls barracks.
Possessions: | Bought: Light Crossbow | 45 GP Bolts x100 | 1 GP Dog Raptor, Riding (large) | 150 GP <-- Tricia Backpack | 2 GP Tent | 10 GP Copper effigy of Becker (amulet) | Crafted Small wooden cart (single axle) | 15 GP
Ledger: Starting balance | 100 GP No home bonus| 1,000 GP
Purchases | 214 GP Quest Rewards | 0 GP Wages/Upkeep | 5 GP/day (-1 GP/day for upkeep)
Notes: Resides at an Inn only during winter. Tends to carry 1,000 pieces in small denominations.
Resides in: Wanders between Ruby Banks and Azure Strand
Occupation: None
Appearance: Ember is slight and small, her arms and legs thin, though tone from her years in squire training and her following years as a wanderer. Her red hair is shaved in a mohawk that she often leaves hanging to one side, or pulled into a wolftail. Her drow heritage is evident in her black sclera and pointed ears. She has a few scars on her person from getting into fights with her fellow squires or on the streets over food, though the one marring her face is self-inflicted.
Personality: Soft spoken and shy. Often polite and friendly.
History: A child of rape. Her human mother suffered the attack, endured the pregnancy, and delivered in hiding. Ember was immediately abandoned, only to be found on the side of the road. Seeing her drow attributes, her rescuer didn't want her either, and she was delivered into the care of the local orphanage. When she grew older, she was put into training to be a squire, earning her some skill in combat. She was partial to the bow, and had little interest in much else. When she came of age she left the training and began wandering between the two cities, begging for coin and finding work where she could.