I edited Reggie a little bit. I just wanted to give him some armor and weapons. Didn't make much sense for him to go into battle completely defenseless.
So in terms of magic spells and such are we gonna use anything to base it off (like d&d sorta of thing) or are we allowed free reign?
Semi-Free Reign. Basically you can imagine and cast whatever form of magic you want as long as it it makes some semblance of sense, is NOT overpowered and your spell-caster sticks with magic within a 'theme' (arcane, dark, holy, elemental, mix-of-two, etc)
SHE IS DONE! ANOTHER FOR THE DARK AND EDGY BACKSTORY™ CREW If anything needs changing just give me a shout
Appearance : In true Elven manner she stands high above most Humans and some might say she looks fairly beautiful, given half a chance. But she appears far too thin and bags sit underneath her piercing brown eyes. Ginger hair, cut roughly to her neck, sticks out in odd directions from beneath a sturdy leather hood. Her nose is crooked from a bad break but luckily, she still has all her teeth. Her armour is simple leather, but her boots are a much higher quality, beneath which she wears simple green clothing. Ninty carries all her belongings in a simple brown satchel tied to her back alongside her bow, a quiver attached to her belt, and finally a dented violin case she carries in hand.
Name : Ninty Bat
Title : The Lyrical Ranger
Gender : Female
Age : 47
Personality : Simply put Ninty is loud and brash; she’s very self-assured, prefers to confront things head on, and refuses to give in to anyone without good reason. And like her parents before her, she’d rather die than give up her morals.
She’s speak to others with all honesty but tries to put a comforting spin on things and expects others to do the same for her, and isn’t at all pleased when they don’t. Often this has led to fights and falling outs with other people but Ninty refuses to feel bad about it. Sadly, once she gets riled up there’s not much anyone can do to calm her down other than wait for her to tire herself out. Also, she does has a envious streak especially when others can do things she prides herself in with more speed and grace, or simply has something she wants.
Whilst not the most intelligent person Ninty is by no means a simpleton, some might say there’s more going on up there than even she knows, and she is not averse to showing off if given half the chance. Her pride has gotten her into trouble on numerous occasions.
Abilities : - Ninty can speak a few languages with enough proficiency to have a simple conversation. - Good at remembering details, but only for a few days. - Able to track animals like deer or bears.
Skills : - Basic wilderness skills including cooking, foraging, trapmaking and camping. However, the majority of this is self-taught so she is by no means an expert. - Setting up and running a business and day to day management. - Playing the violin. - Cooking meals.
Gear : - A notebook and pencil, halfway filled with songs and little tunes - A simple bow along with a selection of arrows or varying quality - Her Grandmothers Violin, a once beautiful instrument covered in scenes worn and chipped almost beyond recognition.
Bio : Once upon a time, Ninty had the perfect life with her Fathers and Grandmother in the port city of Brazen, a city that connected the West to the rest of the world. Together her Father Nathaniel, a savvy businessman, and her Papa Andrew, a seasoned sailor, ran one of the most lucrative trading companies around; whether it be jewels, food, or other such goods the Midnight Trading Co was the place to go. Whilst Ninty was indeed lavished with only the very best of everything it was her Grandmother, Narral, that resolutely made sure that Ninty didn’t grow up a spoiled brat and dragged the screaming toddler into the kitchens to do the washing up every day. Her Parents (wisely) decided not to get in her Grandmothers way.
Of course Ninty soon enough had to begin thinking about marriage and then later taking over the family business. As a family of elves there was plenty of time but Ninty none-the-less began asking her Father about how to run a business and her Papa about the best times for sailing. While Ninty enjoyed sitting in on board meetings and weekend sailing trips it was still a dull life, devoid of something small but important, so her Grandmother gave Ninty her violin and began to teach her.
Many years passed by in relative peace disturbed only by the constant gossip and tabloids proclaiming war further west. But Ninty paid it no mind safe in the knowledge that no one would attack her home, even as the commoners began to flee the city. It had been a beautiful day when the world ended, the sky was clear and the gulls had ceased their screaming, and as she practiced in the Library Ninty admired the few of boats in the docks. She payed no mind to the servants that hadn’t cleaned that day, or the cook who had simply left without a word. Her Grandmother came crashing through in a state of panic demanding the she had to leave the city at once. Ninty was thrown into a cab waiting outside and told to get on the boat at the docks where her grandmother promised to meet her with her Fathers.
It was on the ship that Ninty realized her world had ended. Standing on the dock of the ship filled to bursting with refugees just like her, violin clutched tightly in her hands, and no sight of her family she realised she was alone. Watching the city drift away from them as a plume of dust and debris was thrown skyward by pillars of fire Ninty wondered what was she to do now?
Years past and Niny had long since given up on returning home. Nights spent in the woods huddled with others running for their lives from the Great Lords armies had striped her of such naivety but did little to tame the spirit her grandmother had cultivated. In roadside taverns she played her Violin for a bed and a meal before setting off again with everyone else to Cartevan; a human city that had become a haven to refugees like her. But as the war continued those who live there became restless and unhappy with all the ‘immigrants’ taking their jobs and homes, shortly a slum grew on the cities side like a tumour as Ninty and her fellow Elves were driven out but had nowhere to go. Even with the war long over The Slum is still there.
3 years after the Great War, The Rusty Boar was the best tavern in the Slum and was where Ninty worked as a performer and bar maid to pay her rent. One night she overheard a group of adventurers discussing their travels and one mentioned being attacked by a group of Goblins on his journey and a married couple by the name of Bat helping him. The tray she had been carrying was quickly forgotten, mugs fell and shattered on the floor, as Ninty rounded on the stammering dwarf and demanded the names of the couple. She left Cartevan within the hour. 4 years later and Ninty is still chasing her Parents across the wounded lands of Auguria with only snippets and rumours to guide her. It’s not much but she takes comfort in knowing that they’re still out there, but until she finds them she has to make her own way in the world and that means taking on any jobs that come her way.
- mention of such things as 'cabs' and 'tabloids' in the Bio gives it a bit of a ..'modern' feel
- the Abilities section should explain what she can do (mostly) combat-wise. Language skills, remembering details and tracking are more fitting in the Skills section.
the good :
- added to the world-building - a ranged oriented character, which we lack.
other than that, all seems fine. Fixing 'the bad' will net you an acceptance :)
ALSO @everyone
The Introductory Post for the IC will begin in very-late Friday or sometime during Saturday. I'm giving these couple of days time for whoever else would like to apply and maybe, just MAYBE, present us with a support oriented character (#notimposingrestrictionsoranything). Got any friends, colleagues, room-mates, semi-human-hybrid-creations or the like which you think may be interested in this RP? All are welcome to take a look.
Until the story starts, have a good one everyone :D
I'll most likely be away from the internet on Saturday, so there's a good chance I won't get an IC post up right away. I'll be looking forward to it, though, and I'll get a post up whenever I get a chance!
Sorry if I'm taking a few liberties (especially with her race), but here's my submission.
Appearance:
Syfa was a satyr, at least she had the horns, the hooves and the fur to boast it if she ever wanted to, easily carrying the celebratory, cheeky attitude that defined nature's rogues. She had brown hair, with a few lighter, golden locks from all the time she spent in the sun. Her hazel eyes were flecked similarly with tiny spots of gold, a kind face with soft eyes that held a natural beauty that could net her a prince (or princess), so long as they didn't think fur was murder. She was built like a warrior, muscled, broad shoulders for her size, and dressed in medium armour. She could be seen usually carrying a short spear along with a decently sized shield, and a pack with a wooden flute strapped to it.
Name: Syfa Sasiferae
Title: Skald - A skald inspires their allies, and often presses forward to fight enemies in melee. Outside of combat, they're useful as a healer and scholar, less durable than a warrior, but more versatile.
Gender: Female
Age: 24
Personality: Syfa was friendly. Overly so, she practically glowed when she wanted to. Charismatic, strong and charming, Syfa was an impulsive being, who lived in the moment. She held little stock in politics and was the living embodiment of the word 'carefree', this brought on its own problems, sometimes making her much more naive or foolish in action than she would understand.
Syfa was loyal and friendly, but definitely capable of holdiog a grudge. She wasn't not one to take being slighted lightly, and when she put her mind to something, she'd put everything into it, half-measures were below her. As such, she's proud of her work and the way she does it, and any slight against her handiwork is one against her. She was more than a little bit promiscuous. Life is short, doubly so for adventurers, so she figured she'd get in her living while she's alive. She finds pleasant company a hot commodity, and will happily spend her time with interesting (and beautiful) people. This attitude often lands her in 'bad' crowds.
"Life is worth as much as the company you keep."
Abilities:
Healing Words - Her poetry can weave wounds back together, stitching them shut. This requires intense concentration (though it can be done in combat if the situation rises), and causes her to fatigue much faster. This won't bring someone back from death's door.
Empowering Song - With the right notes and words behind her, she can create a noise that transforms into a melodious war-cry, inspiring courage and bravery.
Dirge - With a shrill scream (on her flute or otherwise), Syfa can summon up discordant noise to disorient and distract enemies, though sound is sound, and can just as easily affect her friends.
Glamour/Glibness - Syfa can make herself 'glow', making her look just that little bit more fetching or believable. She abuses this relentlessly.
Skills:
Performance - This covers her poetry, singing, storytelling, instrument playing as well as being able to do well in front of crowds.
Lore - While she is poor on the subject of history and politics, she knows her fair share of mythos and stories, being an avid book reader of all different types.
Coercion/Lying - Syfa was gifted with a silver tongue, and lies come to her easily, almost as easily as charming.
Gathering - While she can't really cook, she's a woodland wanderer, and can find food without harming the inhabitants of the forest.
Botany - She has a vast knowledge on flora, knowing which different plants are good for tinctures, and which are good for looking pretty (which she has very strong opinions on).
Wood-Carving - Everyone needs a hobby.
Gear:
Short-Spear - Her spear was made purely out of Ironwood, having gotten all of her gear from earthly sources, it offered reach, but wasn't unwieldy, so she could use it with her shield.
Shield - Her shield was made purely out of Ironwood, and carried a a carved in symbol of two horns, her 'banner'.
Leaf-Mail - Her armour was heavier than it looked, made out of the leaves of Ironwood trees. They were unlikely to stop an arrow, but might just block a blade or a wayward claw.
Elegant Clothes - Bought for her by her merchant company (when they asked her to attend a matter of some formality), she keeps this expensive dress safe, though it seldom sees the light of day.
Flute - This meticulously carved thing was her most prized possession, hand-made. When she was resting at camp, she might still be working on it, scratching in new patterns onto the surface.
Bio: A grove-dancer, Syfa's only real duty was to abide by the laws of the forest, enjoy herself and search for a new grove when the revel in the current one had ended. She was raised as a performer, as her people often were, though she had an uncanny knack for it that made her stand out in the winding forests she called home. Though, when the flames of the Great War licked at the borders of her home, even the forests were not spared the wrath. Fires struck within her lands as she watched the spirits of the bark burn, in a panic, she fled, splitting from her people and finding herself hopelessly alone with nothing but starlight and the bitter taste of ash to keep her company. She remembered her duty and searched. She was to find the site of the next revel, and the road was long and winding yet.
She met travellers, kindred-spirits, on the road; people searching for their new home, who needed something to smile at. Syfa provided song and story (and company to those who needed it). It didn't take long for her to realize that the road was her home, and those who would travel it her guests to host for. A merchant company thought her a perfect mascot and hired her along as a camp-follower for their caravans. She was a hit. She was taught the basics on how to fight, and told new stories, new poems, new myths that had seldom shown their faces in the depths of the forest she had lived in.
But people always part, and with a sigh and a smile, she bid the Silver Sales company behind, her only mark made in the mercenaries smiles and memories (as well as a scratched in pair of horns in the side of a wagon). Syfa found herself on the road again, ready to enjoy new company.
@Zamokra41 Done, and done dude. I've highlighted the bits I've changed for ye. :)
Appearance : In true Elven manner she stands high above most Humans and some might say she looks fairly beautiful, given half a chance. But she appears far too thin and bags sit underneath her piercing brown eyes. Ginger hair, cut roughly to her neck, sticks out in odd directions from beneath a sturdy leather hood. Her nose is crooked from a bad break but luckily, she still has all her teeth. Her armour is simple leather, but her boots are a much higher quality, beneath which she wears simple green clothing. Ninty carries all her belongings in a simple brown satchel tied to her back alongside her bow, a quiver attached to her belt, and finally a dented violin case she carries in hand.
Name : Ninty Bat
Title : The Lyrical Ranger
Gender : Female
Age : 47
Personality : Simply put Ninty is loud and brash; she’s very self-assured, prefers to confront things head on,and refuses to give in to anyone without good reason. And like her parents before her, she’d rather die than give up her morals. She’s speak to others with all honesty but tries to put a comforting spin on things and expects others to do the same for her, and isn’t at all pleased when they don’t. Often this has led to fights and falling outs with other people but Ninty refuses to feel bad about it. Sadly, once she gets riled up there’s not much anyone can do to calm her down other than wait for her to tire herself out. Also, she does have a envious streak especially when others can do things she prides herself in with more speed and grace, or simply has something she wants. Whilst not the most intelligent person Ninty is by no means a simpleton, some might say there’s more going on up there than even she knows, and she is not averse to showing off if given half the chance. Her pride has gotten her into trouble on numerous occasions.
Abilities : - A very good shot able to shoot most small game as it runs. - Can even make shots in low light (think around dusk or twilight), or if her targets are easily visible at night. - Possesses great endurance letting her run, walk, and climb for longer than most people. - Whilst not the strongest, her thin frame means she can slip out of various combat holds and traps with ease.
Skills : - Setting up and running a business and day to day management. - Playing the violin. - Cooking meals. - Ninty can speak a few languages with enough proficiency to have a simple conversation. - Good at remembering details, but only for a few days. - Basic wilderness skills including cooking, foraging, trapmaking and camping. However, the majority of this is self-taught so she is by no means an expert. - Able to track animals like deer or bears.
Gear : - A notebook and pencil, halfway filled with songs and little tunes - A simple bow along with a selection of arrows or varying quality - Her Grandmothers Violin, a once beautiful instrument covered in scenes worn and chipped almost beyond recognition.
Bio :
Once upon a time, Ninty had the perfect life with her Fathers and Grandmother in the port city of Brazen, a city that connected the West to the rest of the world. Together her Father Nathaniel, a savvy businessman, and her Papa Andrew, a seasoned sailor, ran one of the most lucrative trading companies around; whether it be jewels, food, or other such goods the Midnight Trading Co was the place to go. Whilst Ninty was indeed lavished with only the very best of everything it was her Grandmother, Narral, that resolutely made sure that Ninty didn’t grow up a spoiled brat and dragged the screaming toddler into the kitchens to do the washing up every day amongst various other jobs. Her Parents (wisely) decided not to get in her Grandmothers way.
Of course Ninty soon enough had to begin thinking about marriage and then later taking over the family business. As a family of elves there was plenty of time but Ninty none-the-less began asking her Father about how to run a business and her Papa about the best times for sailing. While Ninty enjoyed sitting in on board meetings and weekend sailing trips it was still a dull life, devoid of something small but important, so her Grandmother began to teach Ninty the Violin. Eventually Ninty even received her Grandmothers own beautifully carved and decorated Violin as a ‘coming of age present’.
Many years passed by in relative peace disturbed only by the constant gossip and rumours in the taverns of war to the west. But Ninty paid it no mind safe in the knowledge that no one would attack her home, even as the commoners began to flee the city. It had been a beautiful day when the world ended, the sky was clear and the gulls had ceased their screaming, and as she practiced in the Library Ninty admired the few of boats in the docks. She paid no mind to the servants that hadn’t cleaned that day, or the cook who had simply left without a word. Her Grandmother came crashing through in a state of panic demanding the she had to leave the city at once. Outside another family waited and then took her to the docks as per her Grandmothers instructions, a few silver pieces for their troubles, and she promised to meet Ninty there with her Fathers.
It was on the ship that Ninty realized her world had ended. Standing on the dock of the ship filled to bursting with refugees just like her, violin clutched tightly in her hands, and no sight of her family she realised she was alone. Watching the city drift away from them as a plume of dust and debris was thrown skyward by pillars of fire Ninty wondered what was she to do now?
Years past and Niny had long since given up on returning home. Nights spent in the woods huddled with others running for their lives from the Great Lords armies had striped her of such naivety but did little to tame the spirit her grandmother had cultivated. In roadside taverns, she played her Violin for a bed and a meal before setting off again with everyone else to Cartevan; a human city which had become a haven to refugees like her. But as the war continued those who live there became restless and unhappy with all the ‘immigrants’ taking their jobs and homes, shortly a slum grew on the cities side like a tumour as Ninty and her fellow Elves were driven out but had nowhere to go. Even after the Great War had long since finished The Slum is still there.
3 years after the Great War, The Rusty Boar was the best tavern in the Slum and was where Ninty worked as a performer and bar maid to pay her rent. One night she overheard a group of adventurers discussing their travels and one mentioned being attacked by a group of Goblins on his journey and a married couple by the name of Bat helping him. The tray she had been carrying was quickly forgotten, mugs fell and shattered on the floor, as Ninty rounded on the stammering dwarf and demanded the names of the couple. She left Cartevan within the hour.
4 years later and Ninty is still chasing her Parents across the wounded lands of Auguria with only snippets and rumours to guide her. It’s not much but she takes comfort in knowing that they’re still out there, but until she finds them she must make her own way in the world and that means taking on any jobs that come her way.
Standing at 1.83 m meters tall and weighing 205 pounds, Samuel is very imposing for a man of the cloth. While he does not smoke, he does carry cigarettes and cigars on him for others. His graying hair is kept short, and is rough to the touch. Scars litter his body, the result of carpentry accidents over the years, tarnishing his tanned skin.
Despite these intimidating factors, even spending a few minutes talking with him will reveal that he is an incredibly kind and gentle man. His eyes are soft, and he speaks in a slow and gentle manner in order to make others feel comfortable. He talks very simply in order to be sure that he is easy to understand, and does his best to help others whenever he can. Finally, he prefers to wear his robes or warm clothing, as he enjoys soft things.
Name: Samuel Dukes
Title: The Healer
Gender: Male
Age: 38, but looks older
Personality: Samuel is an extremely caring individual, and will do his best to make everyone happy. Hell, the entire reason he became an adventurer was because he wanted to travel around the world, helping the people he finds along the way. Life is an experience, after all, and you should do your best to be experience all you can and find the thing you want to do. Despite these beliefs, however, Samuel never drank, smoked, and he doesn't eat animals for ethical reasons. He is strictly vegetarian, but will not try to restrict others in the same fashion. He never swears, with the strongest words in his vocabulary being "Dang it". He has never hated another person, and loves hearing about their stories - he will very often befriend people and paint pictures of the two of them together, but most of these paintings are given to the other individual since Samuel doesn't have the room to carry around dozens of paintings.
Samuel is very accepting of others, and does his best to be interested in other people's hobbies - if it makes them happy, then they can do it as much as they want. However, Samuel will try to get people interested into his own hobbies - painting, praying, and carpentry. And, while Samuel could be described as loyal, he is kind to nearly everyone he meets, so this is fairly hard to tell.
However, despite the kindness he attempts to spread, Samuel possesses numerous personality faults. He is pacifistic to an extreme, refusing to harm a living creature unless his life is directly threatened. While he won't stop his allies from defending themselves, he will do everything in his power to stop them from killing sentient creatures... Unless they're demonic or undead. Samuel has a deep seeded fear of the undead and demons, which has only been nurtured in his time in the church. Should he encounter someone like this, he will be far different from his usual self, staying as far from them as possible and not protesting against their death. Additionally, he is an extreme traditionalist, believing in rigid gender roles and more outdated ideologies. However, he will be nowhere near as aggressive towards a female adventure as he would to an undead or demonic one. Despite these views, it would be possible to win over Samuel if someone were to try hard enough and remind him that kindness should be given to everyone.
Abilities: Healing Prayers: Samuel can close minor wounds in seconds, medium sized ones in a minute, large wounds in an hour, and broken bones/fatal wounds in 3-6 hour long prayer sessions. While being healed, a person won't feel any pain and the wound will be considered stabilized, allowing them to continue fighting, but the prayer needs to be completed for the wound to close. Healing leaves no scars and replenishes lost blood, but relies on concentration and time before the wound is closed. Additionally, if Samuel doesn't pray an hour daily, he temporarily loses his power. Additionally, healing fatal wounds require copious amounts of holy objects, and goes along faster if done on holy land. Without any holy objects (Holy water, crosses, silver, etc.), healing magic is far less effective.
While less effective, the prayer can be used to lessen the effects of major illnesses, and can cure minor ones. Nowhere near biblical "cure the lepers" power though.
Bless: Samuel can temporarily bless a person, raising one of their physical attributes significantly, such as making the average man as strong as a college-level wrestler. Blessing a person can be done instantly, but only three people can be blessed at one time.
Gear: - Robes - A Holy Book - Carpentry tools - Painting tools - Adult horse (Pericles/"Percy") - Small wagon - A Crosier that appears as a simple staff with a golden cross on top
Bio: Samuel was born to an extremely poor family on the outskirts of a large city, where he would spend the next 12 years of life. His mother, a seamstress, died in childbirth, leaving Samuel to be raised by his father, a carpenter. The two were extremely close and, despite their horrible living conditions, Samuel managed to grow fairly well. He was always soft spoken, eve as a child, and this trait was only encouraged from his kindly father. Living in the dregs of society, you had to help each other to survive. Life, while difficult, was an enjoyable experience, and Samuel was never in need of anything. He lived his life plainly, and planned on becoming a carpenter in order to help his father pay the growing bills. That all changed when he turned 11.
Samuel, having only turned 11 a month prior, commenced his day as he normally did; he went to buy the groceries. His father worked very hard, and while he was not particularly good at them, Samuel took over the woman's work. Samuel's father always apologized, and told him that he was sorry for forcing his son to do something his mother or sister should do, and this clear distinction between the expectations of men and women that his father presented later manifested in Samuel as his light sexism. Despite this, Samuel was glad to do the more feminine jobs - He couldn't help his father any other way, and his father already worked hard to support Samuel. Even on the days he didn't have work, every Sunday, he still taught the boy the trade secrets in order to prepare him for his future career. But back to the groceries - Every day, before going to school, Samuel always went to the local butchers to buy meat - the family didn't have any way to keep meat fresh, and couldn't afford a chicken coup, so this was their only option. It was the same as it was any other day - buying from the cheaper, "aged" meats with the money his father left on the counter, and making his way towards the door after the owner stopped doting over him. This time, however it was different - before he managed to leave the small meat shop, explosions that sounded like they were only a few blocks away resonated throughout the store. The explosions continued for what felt like an eternity, but were actually only 30 seconds.
Finally, after the constant sounding of explosives stopped, Samuel stayed in the store for nearly an hour, the owner giving him dried meat for free to calm the crying child. Finally, when all seemed safe, Samuel left the shop, quickly making his way to his home. He planned to hide in the basement for the rest of the day, skipping school entirely. When he arrived to several smoking craters, he realized where the explosions were. His house, several other homes in the area, and a small government building. Later, Samuel would find out that the explosions were caused by a demonologist, attempting to gather souls to summon demons. The terrorist was captured soon after the event, and Samuel was sent to an orphanage, the place he would spend the next year of life.
The orphanage had a higher standard of living then his old home, but that didn't matter. The man who had raised Samuel the past 11 years of his life was gone. Samuel was a hopeless wreck the next year - he rarely ate, spending most of his time in his room making sculptures and paintings of his father and him, or sleeping to ignore the loss. The other children admired his artistic skill. and several became friends with him. Despite this, he never really spent much time with them, only pretending to be happy when they were around. Days passed without difference, the only thing telling them apart being the weather outside and the work of art he was making. Even with this depression, he never wanted to kill himself. His father always told him to never give up, so he was going to keep on living. For his father's sake. That was until 3 robed men arrived to the school, little over one year since Samuel first came to the orphanage.
None of the children knew the purpose for why the men were there - some believed they were going to adopt someone, others thought they would kill them. Neither was true - the men systematically met with each child, placed their hand against a crystal ball, and moved on to the next. They never showed any expression with the children, and they did the same with Samuel. As suddenly as they arrived, they left, having went through the process with each child. 3 weeks later, more robed men appeared - although, their were far more of them. Some wore the robes of the mages, some were dressed in furs like the druids of the west. Several children were adopted. Samuel was one of them, being picked by a priestly man in white and gold robes. They then left the city that Samuel spent the last 12 years in, to parts unknown. The journey took little over 2 weeks by wagon, but they finally arrived - a small, ordinary village far to the east of the city that Samuel grew up in. Job, the man that had adopted Samuel, talked with him the whole way there, telling him of their new life and the way of god. Samuel was special - the robed men that first appeared in the orphanage were testing the magical affinities of the orphans, looking for new members of the magical orders. Apparently, Samuel was the most pious of the orphans, despite never touching the holy book in his life. He was to be trained by the church, and use his powers in gods just name. Despite the despair that clouded his heart, Samuel was happy. He would finally be useful, if not to his dad, then to the people.
Samuel was quickly given a high level of education, being taught multiplication and comprehending the holy book. Hours a day were spent in prayer, and Samuel, after a year long study, was finally taught basic holy magic. Samuel's affinity for other magics were nonexistent, making things like fireballs an impossibility, but he was tutored heavily in the art of healing, spending the first few years of his new life dissecting and healing small animals. His first human subject was the villages hunter, whom was accidentally shot by a group of elves passing the area. The wound was minor, but the elves were apologetic and did not want to leave without helping the man they shot. A few tense hours later, the wound was closed, and the elves were offered a night in the village to rest. Samuel, slowly but surely, was growing out of his depression.
Job was an interesting man - he never spoke violently, always careful with his words and planning what he says. He spoke eloquently, and it would be difficult to think he ever disliked someone in his life. He always assisted the other villagers, and spoke highly of the lord, preaching that everyone deserved a second chance. While Samuel took his sayings to heart, he always kept the hidden hatred inside of him. He despised demons. The holy book clearly said that every problem was caused, directly or indirectly, by them. The undead were the same - products of the dark arts that sought to corrupt the world. Of course, Samuel never told a soul of his hidden beliefs. He even was repulsed with himself for having them. The church, the people who saved and gave him a new life, taught their children to respect and love everyone. But Samuel couldn't help but despise the unholy. He couldn't tell anyone, he couldn't risk someone finding out he had sin in his heart. So, he kept it hidden, not even mentioning it when he was praying for forgiveness.
Samuel proved his helpfulness by the time he was 20 - he had finished all his studies, was a strong young man, and was proficient not only with carpentry, but also the holy book. Samuel was able to heal small wounds in minutes, and moderate ones in only a few hours of reciting verses from the book. He repaired damage that occurred to buildings and vehicles, and had even been given the honor of painting famous scenes from the holy book on the walls of the church. Samuel was finally over the death of his father and, while Samuel misses him dearly, he understands that his father would not want him to wallow in self pity for the rest of his life. Samuel was a man. He continued his practice of the holy book, and took over preaching from the old Job. Job proceeded to spend his days relaxing, until he died 5 years later, at the age of 74. Samuel continued to remain in the village, doing the same things until he eventually reached the age of 38. That was when he had a dream - a realization, a prophecy. He was just like he was in the orphanage - sure, he was happier, but he did the same thing every single day, without any difference between the days that passed. His life was passing him by like a bolt of lighting, and he wasn't doing anything to stop it. He needed the thing that changed his life 26 years ago. He neded a change of scenery.
Barely a week later, his bags all packed and the villagers alerted, Samuel left the small village he spent the most of his life in. The entire population of 103 people came to see him off, and visiting Job's grave before he left, Samuel departed the village. The wagon was pulled by his favorite horse in the village, Pericles, whom the stable master had given to Samuel as a departing gift. The fact that the villagers cared for him deeply moved his heart, and he was sure to alert the church that a new priest was needed at the village. After three weeks of travel, he had finally arrived to his destination. The city he had grown up in. The next few days were spent getting his papers in order, and deciding his new, exciting career; adventurer. Finally, 5 days after entering the city, he made his way to the local tavern to find companions, which he did. But there was a familiar face among them - the elf, whom had stayed at his village over 2 decades ago, was there. After some thoughtful reminiscing, Samuel was told the elf had become a merchant, and was in search of people to undergo a... secret mission to the nearby ruins. Ignorant of the suspicious request, Samuel quickly agreed to help Timothy, his new companions joining in to make a few quick coins.
"Unless they're demonic or undead. Samuel has a deep seeded fear of the undead and demons, which has only been nurtured in his time in the church. Should he encounter someone like this, he will be far different from his usual self, staying as far from them as possible and not protesting against their death. Additionally, he is an extreme traditionalist, believing in rigid gender roles and more outdated ideologies." @Duoya
I'm still in the process of writing her Personality and Biography, so consider this a WIP. Just wanted to get something down to let you know that I'm still here, sort of. Just a bit busy with work atm.
The Luminescent Blade | The Lichbane Heiress
"I will light our path!"
Full Name
Penelope Lichbane; 'Penny' for short
Title
The Paladin
Whilst employing armor and weaponry that is lass traditional than most Paladins, Penelope fits the role by being a melee oriented fighter who empowers their strikes with Holy Magic. Less of a full on offense than others, Penelope makes up for it by casting protective auras on the party as well as providing minor healing abilities.
Gender
Female
Age
Twenty-Five
Personality
WIP
Abilities
✠ Adept Duelist | Penelope is proficient with wielding her Rapier, using her grace and elegance in combat rather than brute strength. She can strike her opponents with a series of lunges and flourishes of her blade whilst also keeping her distance with excellent footwork and keen senses. In particular, Penelope is quite skilled at parrying and disarming opponents with weapons that are larger than her own.
✠ En Lux | Penelope bathes her weapon with Holy Light, reinforcing the usually frail Rapier to be able to withstand a greater amount of force. While empowered with En Lux, Penelope's blade casts light in a fifteen foot radius around it. In addition to these benefits, the Holy Blade will sear the flesh of Undead and Demons as well as allows Penelope to strike Undead who cannot otherwise be affected by physical strikes (Ghosts, Wraiths etc).
✠ Réfraction | Grants a shield of Light to Penelope and one ally. The Shield completely blocks one physical attack before erupting into a flash of bright, scalding light that burns those nearby. The flash of light will also temporarily stun Undead and Demons.
Skills
✠ Noble Etiquette | Penelope is accustomed to the mannerisms of Nobles and is able to win their affections much more effectively than others. Inversely, she has a harder time communicating with the common folk.
✠ Appraisal | Penelope has a keen eye for detail and is a connoisseur of finer craftsmanship; in particular when it comes to jewelry and weaponry. She is able to discern the value of certain goods with decent accuracy.
✠ Noble Reputation | Belonging to a prestigious house of nobility within the human kingdom, the Lichbane name is well known and garners a positive reputation by most humans. While travelling through major towns in human kingdoms, Penelope is able to use her reputation to gain discounts at inns, certain stores and travel. However not all those in the Human kingdom are fond of House Lichbane. In particular, those who delve in the dark arts such as Witches, Necromancers and even some Sorcerers are quite spiteful towards the Dark Slaying Lichbane.
✠ Well Read | Having the privilege of growing up to a noble house has allowed Penelope to pursue an education far greater than those who were less fortunate than she. Because of this she possesses adequate knowledge on a variety of subjects including numeracy, literacy, history and she can even speak a little Elvish.
Gear
✠ Rapier | A lightweight thrusting sword with good reach and speed. Requires a great deal of skill and dexterity to wield effectively.
✠ Medium Weight Armor | Appearance as shown in picture. Provides decent defenses against physical attacks while only slightly decreasing mobility.
✠ Noble Crest | A pendant inscribed with the crest of House Lichbane; proof of Penelope's lineage to the noble house.
Biography
WIP
Other
Penelope has a pet Wolfhound named Rogue; though the two were unfortunately separated whilst on their travels.