Seems like you wanted to alert yourself that you were done. Sheet looks good. Arthur is the first accepted person once the addition I mentioned is done.
Age: 28 Alias(es): Ankle Hewer, Daveon the Small, Little Wolverine. Gender: Male Race: Halfling Personality: Daveon is, for lack of a better term, a dick. He has no respect for the larger races of the world. And why should he? They’ve done nothing for him or his people outside of treat them as lesser because of their stature. He is a tenacious fighter and stubborn to the core, refusing to back down from a fight or an argument, even to his own detriment. His love of coin is also one of his defining features, never able to turn down a full purse or the promise of wealth as a reward for his unique skill set of being able to bring foes down to his level. Daveon is arrogant, angry and a bit racist, never shirking a chance to insult an elf by calling them ‘Knife Ear’. He has a particular distrust for human barkeeps, not sure if they’re taking advantage of him for his size and charging him more for ale and then giving him a smaller portion than he gives the humans and elves, or if they are really just offering him the good stuff. Not that he can can tell, all alcohol goes down the same for him.
Daveon has only two loves in the whole world, coin and slaying monsters. He doesn’t even love his own mum that much, though she’s a saint. Daveon fights and kills not for glory, though he gives off that appearance, but rather he fights for the people of his home town, donating much of the money he makes to the needy and takes care of his kind. He believes that the halflings have been put down by the full sized people of the world, less so from the dwarves, as they have been kind and fair to Daveon whenever he’s been to their settlements. Much of what Daveon does is a show, being a dick to the larger people who have put his kind down for years and being callous. He only shows his true passion in the midst of combat, sword and axe flailing in his fury to cut down any foe brave enough to fight him.
Biography: Daveon started out as many of the other pitfighters like him did, as a street rat. He stole and fought to survive, believing that he could punch his way out of any situation, and it was mostly true. Dav found himself on the receiving end of many a brutal beat down while he was growing up, gaining a sort of resilience to physical injury and a callous personality that allowed him to brush off insults and rude comments like they were water off a duck’s back. Daveon spent a lot of time with his mother when he wasn’t on the streets learning to brawl, learning about what it meant to stand for something, and that something was the little people of his slums, his home… The halfling people were a race left disregarded by the taller, more importantly, a race of people who were given the scraps, treated worse than the slaves. Daveon felt that his people had always been regarded as inferior and unfit for anything, even slave labor. This belief manifested itself in unchecked rage and aggression, which got him into a lot of trouble.
Daveon spent his late teen years being trained on how to focus that rage when he decided he was going to use his natural talent for bludgeoning people to make money, focusing all of his hatred and anger into the Pits, an arena in his hometown that was designed to pit those who were truly brave, or stupid, enough to battle some of the most dangerous monsters capable of being captured and restrained long enough to be killed in the arenas. He learned how to let that rage become his weapon, a force within him to drive himself forward and accomplish feats that many of the other pitfighters would have struggled to survive, with the exception of one. A human fighter name Riance Stranger was able to meet and match Daveon every step of the way, creating a bitter rivalry between the two fighters. With Daveon being like a wild beast set off the chain, and Riance being a more calculated and measured fighter, the two enjoyed a very successful run in the pits fighting against and alongside of each other. Daveon often found himself wondering if he would surpass the man or remain his equal until the end of time, but he always remembered that his feats were great, even by the standards of a human, let alone a halfling.
Daveon often took his winnings and spent them on food and feeding the homeless halflings of his village, helping build shelters and homes for them. He was an active member of the community, even though he always felt the call to battle. He held a battle lust in his heart that could not be quenched no matter how much he wanted to give back to the people that raised him, his true family… the halflings of the lower slums of Headrion. It was during his time within the pits that he was discovered by the Order, and was watched quite diligently. Dav showed promise as a warrior and as a good face among the common-folk, a folk hero amongst the halflings and a legend of the arena. The spitfire that was Daveon Axebane, the Little Wolverine, a vicious predator that would strike with fury and with a frenzy unlike any sane being. Two members of the Order of Journeymen would approach Daveon after a particular bout of his against a group of about twenty five boggards. He was covered head to toe with blood, some his own and some boggard, he wasn’t sure, the events of that day were hazy. The members of the order asked him if he’d be interested in using his talents to save the realm from worse creatures, an offer to which Daveon responded with a laugh and rude gesture, until they tossed a bloated sack of coins at his feet, promising more if he were to join. The rest is history as they say, the angry halfling now fighting and killing his way to riches and making a better life for the slum that he calls home. Equipment: Daveon barely wears any armor outside of the steel pauldrons on his shoulders, preferring the freedom of movement that loose fitting clothing gives him while he’s fighting. Daveon carries a straight sword and an axe on his back as well as several daggers on his belt. The most protection he wears, outside of the pauldrons are a pair of loose fitting leather pants.
Skills: Primal Rage - After years of rage buried deep inside of him, Daveon is able to channel that rage into his combat ability, allowing him to shrug off blows that would look fatal to any normal man. When the primal fury takes him over, he loses much of his ability to conjure intelligent thought and speech, but his blows become much more devastating. Daveon also has his senses honed in this state of rage, able to react to incoming attacks many times faster than most fighters of his size or larger, allowing him to dodge out of the way of incoming projectiles and avoid being seriously injured by magics, while also being immune to any magic that might strike fear into him or charm him otherwise. Daveon can only enter this state four times over the course of a day and only for ten minutes at a time.
Feral Battle Lust - An enhanced version of the Primal Rage, a state that Daveon can only enter one time per day. It increases his agility and allows him to move faster, at the detriment of not being able to distinguish friend from foe for the duration. In this state, he becomes tired much faster and can only enter the rage state once before needing to sleep off the strain it puts on his body. Once in this state, if his enemies all die before he comes out of his feral rage, he dives at the nearest body and rips into it, brutalizing them until the fury wears off. The fury lasts ten minutes and once it has been entered, he can no longer enter his primal rage until he sleeps.
Pit Fighter’s toughness - Due to Daveon’s years fighting for sport and money, he gained a resilience to physical blows. He can take more hits than anyone he knows and keep going, having fought all manner of man and beast inside the bloodied cages of the pits. He has great stamina and endurance as well as a fortitude that appears to be indomitable. Tenacity is an apt word to describe the small man and the inability to take him down. Daveon is much more durable than many of the other soldiers and fighters amongst the order due to this physical conditioning.
Magic: Magic is for chumps
Misc: The real kill count for Daveon is currently unknown, but we do know that he can be attributed to the deaths of at least one troll, several Harpies, A single werewolf, twelve giant spiders, 8 braugh and an unknown number of Boggards. Daveon hates those bastards more than any other creature, but will not back down from any fight. His amount of human and elf casualties is also staggering, being that the only opponent he’s had that has survived him has been Riance.
Age: 31 Alias(es): Witch-Slayer Hans Gender: Male Race: Human
Hans stands approximately 1.82 meters in height, and weighs approximately 60 kilograms. His overall frame is somewhat stocky with thinner, oddly lanky extremities. Hans' musculature and weight are both shades of what they used to be, during the prime of his early career he weighed a full 80 kilograms, most of which was muscle, which has since deteriorated due to a combination of age as well as a maturation of ability. The younger Hans was dumber and less experienced, and spent 90% of his job running nonstop after fleeing would-be sorcerers while fighting their hired help. The older, more pragmatic Hans prefers to ambush his marks, cut off potential escape routes, lay traps, and on occasion even let them run just so he can catch them later - which while more efficient has led to a general atrophy over time. Signs of Hans' prior build are still evident in his shoulders and hips, both of which are broader than would otherwise be expected of his build.
Hans' face, rarely seen from behind his helmet, is softly rounded about the cheeks with a narrow nose and slim jawline, unusual features made all the more distinctive by his orange-colored eyes. Hans' skin is a light bronze in coloration, and his scraggly hair is a light, yew-brown coloration.
Hans is, in a word, pragmatic. Having lost everything multiple times in his life whilst also being gifted with unprecedented good fortune in the face of catastrophe, Hans is at ease dealing with situations both queer and dire in stride, and can be counted on to keep calm during moments of contention and chaos. However, this same calm is detrimental in the sense that Hans does not value material possessions, and during his first few years within the Order was responsible for an exorbitant amount of property damage as a result, only having become somewhat more accustomed to having permanent possessions semi-recently.
Hans is also extremely judgmental and dismissive of sellswords, mercenaries, and other 'worthless arrow-catchers,' seen in both his general aversion to dealing with them or in engaging in most forms of conventional combat. Hans prefers grossly uneven fights stacked entirely in his favor and has no qualms with cheating, dirty tricks, low-blows, craven tactics, and foul methods. He also views himself in somewhat of a self-deprecating light, freely describing himself as a glorified assassin and cutthroat. He has an odd respect for thieves and beggars, and despite his frequent reminders that he is a mage-slayer he holds very little ill-will towards sorcerers and their ilk, albeit he still prefers killing them to keeping their company - an attribute which Hans himself has described as a 'habitually developed sentiment.' Hans has readily alienated and distanced himself from magic users within the Order, claiming no particular animus beyond a professional desire to keep a skeptical, observant eye on them while not getting too attached. When confronted with the strict technical fact that he himself is also a mage, Hans prefers to maintain that he is a different breed and class of magical entity.
Hans has a peculiar aversion to the company of women, and he is known to brandish the hilt of his bastard sword in the face of every woman he meets just on the offchance they happen to be a wraith attempting to use glamour. He has an odd fondness for gambling combined with a penchant for shamelessly cheating, which has seen him banned from every local gambling hall in the region. In his spare time, Hans likes to hear and tell stories of mythical creatures and night terrors, being a frequent sight at taverns and inns where he can be seen sitting amongst a rapt audience or else sitting at the forefront, telling the grossest bold-faced lies possible dappled with the occasional truth. More recently, he has taken up collecting various forms of minerals and stones, such as those found in his bastard sword, although he has been known to frequently misplace and lose them due to his habitual carelessness with his possessions. He has also once, to his own dismay, had his bastard sword stolen and been forced to buy it back - and no, it is completely a coincidence the broker was found dead four days later.
Although Hans was willing to join the Order of the Traveler & Journeymen readily enough, he is greatly disaffected with Haedrion and has not great amount of patriotism or love for the ruling King or Nobility. He sees statesmen and war heroes the same way he sees himself -glorified scum, no matter how prettily they might like to dress up and pretend otherwise. He is thus somewhat more loose with his tongue around his betters than is strictly advisable. Thus far, the better part of others' discretion and his dwindling reputation have allowed him to avoid retribution, but his superiors know that he is quickly winding down the thread of that particular yarn. He will follow most orders and instructions readily enough, when convenient, but is very broad in his interpretation of them and usually does his utmost to avoid any kind of tactic resulting in him being in direct, heated conflict with others.
Hans prefers not to talk about the one time he killed a Witch. When in his cups, he is known to declare that it was almost unintentional and that it was really nothing exceptional, and also that if he ever saw another witch ever again he would turn around and run in the opposite direction.
Hans was born to unknown parents in a region of the Everwood of Eastern Gaelia. Hans has no memories of his brief infancy in the forest, as before he had turned two his parents abandoned him in the wilderness to die of exposure. It was only thanks to his discovery by a group of traveling missionary Predicants that saved him, who took and began the task of raising him as a member of their religious order, based near the Haedrion border of Gaelia. During his brief education as a young child within the confines of their Monastary, Hans was taught to read and write, and introduced to the most basic theory of rune magic by the time he was eight. His early teachings would then save his life during a border skirmish when he was eight, during which the monastery was sacked and the Predicants murdered. Only Hans was spared, being seen as too young to be a threat and just young enough to be reeducated and trained, while having already been introduced to the basics of rune magic.
Thus, Hans came to be levied by a group of mercenary skirmishes unofficially working for one of the noble houses of Haedrion. Still too young to properly use a blade, Hans was instructed to maintain, repair, and guard the group's crossbows, and trained in their use. The mercenary's longevity proved to be largely transient, and after taking heavy casualties in a raid gone wrong they scattered and dispersed, leaving Hans abandoned once more. Hans attempted to sell the crossbows he had been entrusted with at a nearby settlement, only to be robbed and imprisoned by the local militia for disturbing the peace. Although Hans was reduced to begging in the streets when he was eventually released, word had spread of the circumstances of his imprisonment and he was given an opportunity to demonstrate his knowledge in maintaining the temperate mechanisms of crossbows when he was hired by a passing mercenary to tighter some stringing. This impressed a local smith sufficiently to take Hans in as an apprentice. The township itself, thanks to its close proximity to the border of Gaelia, saw a constant stream of mercenaries and sellswords passing through to skirmish across it, many of whom often sought enchanted armaments. The smith happened to employ a mage as a partner and consultant, who recognized Hans' introductory teachings in the use of rune magic and entered into a bargain with the smith to train Hans' further, so as to enable him to enchant armaments.
But a few years later however, Hans' apprenticeship was once again cut short when the town in question was raided and sacked by a group of skirmishers from Gaelia, once again reducing Hans to homelessness and poverty. Angry and yearning for revenge, despite not even knowing the true identity of the attackers, Hans traveled to the nearest town and joined up with the next band of mercenaries he found heading for the Gaelian border, promising them enchantments for their blades and armor as well as being able to maintain their equipment. Being young, impetuous, and eager to fight despite being a frail and relatively malnourished youth of fourteen, Hans insisted on joining in on the band's raids. Having no formal training with a blade, Hans instead stuck to using a crossbow from afar. After several months of some modest success, the mercenaries began to truly appreciate Hans' enthusiasm for their work and began to teach him in the ways of the sword. Hesitant to risk the life of their young enchanter, they nonetheless encouraged Hans to only engage lone opponents who were neither too heavily armed or armored.
That single piece of advise proved most portentous in its effect - during the band's very next raid, the mercenaries were being suppressed by a competent and powerful arcane sorcerer defending the small village they had chosen to attack, hiding behind a line of levied farmers. The sorcerer's skill in a straight battle, even when working with mere peasants, proved to be great enough to completely suppress the hardened mercenaries who might have been defeated - had it not been for Hans who, in his enthusiasm to fight combined with his adherence to the advice he had been given, had identified the sorcerer himself as the safest target to attack, being located behind most of the fighting, unarmed, and unarmored. Hans spent most of the battle simply skirting around its edges unnoticed until he managed to get behind the levied militia and simply shot the sorcerer in the back of the head, turning the battle and securing victory for the sellswords.
And so it followed. The same band of skirmishes disbanded shortly afterwards, but with the heightened state of hostilities between Haedrion and Gaelia, Hans found no shortage of mercenary bands to sign on with, and no shortage of glowing praise for his usefulness from hardened warriors, and every time he passed between parties there was always word of the time he had crept behind enemy lines in order to take out an otherwise insurmountable mage or sorcerer. As time went by, the word changed - soon word was spoken of the two mages he had slain. Then of three. Then tales flew abound of how Hans enchanted his bolts so as to fly straight through magical wards.
By the time Hans turned eighteen and was actually old enough to be expected to participate in a proper fight, he immediately realized that fighting in the middle of a packed vanguard or frontline was awful and that he much preferred simply sneaking around, shooting unaware people in the back of the head - but he was no longer so young that he could get away with simply sitting out on fights where there were no mages conveniently sitting in the back lines, and fearing he would eventually wind up dead in some nameless border-village he quit the border skirmishes and began to ply his trade as simple hired muscle for debt collectors and criminals in Haedrion cities. He carried with him his then-nascent reputation as a burgeoning slayer of sorcerers and mages, and so was soon able to take on several high-paying jobs with mages as his bounties.
Hans' adolescent years marked the full flourishing of his skills and abilities. Able to apply his wide breadth of talents relatively unhindered, had made a fair fortune as a bounty-hunter, gaining some local repute as the go-to troubleshooter for dealing with troublesome magic users. He invested most of what he earned in pursuit of stolen university tomes and scrolls of magical knowledge, seeking not only information on how to better mark his preferred quarry, but also to further his own modest magical abilities.
This period too, came to an end when his activities finally ran afoul of the local guard and law, who made it very clear he would either depart the city or else the mortal realm if he did not leave. With a small fortune left over from his efforts, and still not having grown past his deep-vested yearning for revenge against the people of Gaelia - whom he incorrectly remembered from vague childhood memories as having been responsible for the sack of the Predicant monastery - Hans invested his wealth in forming his own band of mercenaries with which to enlist with a noble house of Haedrion, and head across the border to wreck havoc upon the people of the land. This proved to be a poor move, as Hans' gifts for assassination and bounty hunting had not bestowed him with any exceptional qualities of leadership, tactics, or even any great ability to excel in a fair fight. Hans' personal mercenary band was shattered and broken apart in less than two weeks due to a combination of his antagonizing his subordinates in addition to simply being a very poor leader in battle, leaving him broke in the middle of the Gaelian wilderness.
Hans had immediately turned tail to head back for Haedrion when he was, for the first time in his life, attacked by a creature of the night. Having only heard exaggerated stories and legends of such creatures before, Hans, terrified, fled for his life and sought refuge in a nearby Gaelian village where, assisted by the townspeople, managed to drive the creature back. Once again, Hans' predicament turned to his benefit, as when he mentioned the name of the Monastery that had raised him during his childhood years one of the villagers was both old and knowledgeable enough to correct Hans' mistaken impression that it had been located in Haedrion. Overcome with both rage and grief, Hans swore to discover the ruined remnants of the Monastery in order to validate his decisions and to prove the lives lost because of his acts had not been for naught. Unfortunately, none in the village knew precisely where the Monastery had been located prior to its sack, and Hans was relatively isolated within the Gaelian wilderness without any means.
Hans then learned that the village had been facing increasingly frequent attacks by creatures of the night in recent years, and having few warriors amongst their number were willing to pay Hans in order to protect the village as well as to go out and hunt the creatures in the wild, after dispersing his misconceptions of the creatures and teaching him what they knew of their vulnerabilities. Hans found that hunting such creatures, although ultimately tedious and not to his taste, shared enough overlaps with his prior profession that he could pursue it in relative safety. He then wandered from town to town in Gaelia within the Everwoods, seeking information on the location of the ruined Monastery, slaying monstrous beings and night terrors to pay his way in the meantime.
Finally, when Hans was 28, discovered the location of the Monastery and returned there - and found waiting for him in the ruins a Witch.
Hans does not speak of that day much or in any great detail, but what is known is that during that same night, the moon was overtaken by shadow, casting the whole in the land in unnatural darkness - illuminated by a great fire in the Everwoods about the locale of the ruined monastery, set ablaze with flames that burned with an alien turquoise color that could be seen for kilometers. Hans came to the town he had just left, bearing with him the head of the Witch. Word of his success, combined with the ominous sights that had been witnessed from afar, spread akin a wildfire - and soon, the name of 'Witch-Slayer' Hans was on the lips of barroom drunks and noblemen alike in both Gaelia and Haedrion, for a time. His repute was such that, upon his return to Haedrion, Hans was invited to join the Order of the Traveler & Journeymen in recognition for his accomplishment and ability, and has been working with them since then.
Clothing & Armor Hans wears a long beige coat with a dull green cloak over a deceptive leather plate jack, complimented by fluted steel greaves and gauntlets. The ensemble is light overall, affording Hans good agility and maneuverability. Although its protective qualities are limited, Hans has deliberately arranged his attire so as not to leave a single patch of skin exposed, with every surface protected by a bare minimum of thick leather and cloth. His clothes are intended to protect him from various hazards in the wild, from warding off insects and nettles up to deterring snake bites and monster claws. The heaviest and thickest item of armor Hans possesses is a highly distinctive plate helmet, with a mask rendered so as to resemble the grotesque face of a gargoyle, complete with small horns and elongated ears. Unlike the rest of his armor, Hans' helmet is intended to deter manmade weapons and armaments, being capable of withstanding most slashing and piercing strikes with the exception of anything akin to a mace. It could even hypothetically turn an arrow or bolt, although this is not a theory Hans is keen to test.
Tools & Armaments Hans has not always been well-off, and this is reflected in a skillset enabling him to survive using any weapon or tool that happens to be available. If necessary, Hans could discard and of his personal arms and replace them without a significant loss in combat ability, but as much as he likes to claim otherwise his recent good fortune has burnt something of a hole in his pocket - and it clearly shows in the fine quality of the weapons he bears.
Hans' blade is a bastard sword, suitable for either one or two-handed use. Contrary to expectation, the blade and guard are wrought from simple steel, albeit the length of the weapon has been finely engraved with intricate, patterned channels to assist in the use of runic magic. The true utility of the blade lies in its guard and pommel, which contain nuggets of silver, cold iron, meteoric nickel, ammolite, jet, coral, and pitchblende. Combined with select runic spells and the design of the blade itself, the weapon is effective against every monstrous creature and aberrant being known to man, terrestrial or otherwise. Even when not combined with magic, the simple act of flourishing the blade or holding out the guard is sufficient to drive back less intelligent night creatures, and give those with the capacity for higher thought pause. Moreover, the weapon is curiously resilient to runic and arcane magic directed at it that are not channeled explicitly through the handle and pommel, due in part to the particular design of its engravings. The blade can thus disrupt or otherwise deflect magical effects that it comes into contact with.
Although Hans prefers close-quarter engagement, those who have traveled with him know well that he prefer to begin every engagement by shooting at something with his crossbow. Hans is not a dedicated crossbowman by any means, and typically only fires a single bolt before setting the device aside, preferring not to waste time that could be spent closing distance on reloading and redrawing the temperamental mechanisms. For that reason alone however, Hans has developed a expert talent for striking true with that one shot. Although he is unlikely to win any marksman competitions for precision, there is nothing more natural to Hans than shooting a moving target, particularly humanoid targets running while flailing their arms about in every direction and screaming like waylaid women. The crossbow itself is neither exceptional nor mundane, being of Dwarven make with a higher-than-average draw force along with a few simple metal designs for assistance in channeling runic magic, albeit not to the same extent and efficacy as Hans' bastard sword.
Mage-Bane: Although Hans has become steadily more and more familiar with hunting and slaying night creatures and despite his particular fame for slaying a particularly powerful Witch, when Hans began he was little more than a cutthroat or assassin who took out bounties and hunted mages and sorcerers, both for coin and on occasion just because he felt like it. Hans has not forgotten his roots, and there are few more skilled than he at tracking mages, predicting how they will act or what they will do, and most importantly - safely closing the gape and cutting off their heads.
Bane of Woes: Also he is, if tales are believed, quite proficient in dealing with night creatures and horrific terrors beyond the ken of men. If pressed, Hans will usually indicated there simply happens to be a significant overlap between the two distinct arts of mage and monster hunting, and that combating the latter is not wholly to his taste. As a practical matter and possibly much to his own chagrin, Hans is truthfully better at slaying night creatures than mages, as his abilities to protect himself and incapacitate others are typically all the more effective against certain aberrant beings. However, contrariwise, Hans has little to no ability to track unnatural creatures down in the wild, as he is more suited to hunting and understanding the thoughts and motivations of people in urban environments.
Skirmisher: Hans is a Mage-slayer. Which means he kills mages and, on occasion, horrific creatures of the night. As a matter of course, Hans does not go out of his way to pick fights with armored knights, cutthroats, lawyers, or irate but mundane animals - contending with those kinds of threats is some other idiot's job. Hans is a specialist, and during most fights will focus and tunnel on enemy magic users or unspeakable horrors, which often means he finds himself ducking and weaving through enemy formations and lines in order to get around to the back rows, or alternatively spends most of the fight running down empty hallways just in order to flank or cut off a mage. Hans is competent in a fair fight, but little more.
The Better Part of Valor: Hans is a filthy, dirty cheat, especially in a fight. He is not an exceptional swordsman, but makes up for it by pulling every foul trick imaginable. Nothing is too low or shameful for him to abuse or exploit - he will go to any means in order to secure victory, and if victory is not possible, he often will not fight at all, and live to fight another day.
The Law of Light: Using a Light-based rune that can be conjured and evoked at a moment's notice, even reflexively, Hans can conjure a faint burst of light that completely and wholly deflects any magical projectile that makes contact with it, and completely negates and prevents the occurrence of any magic within its boundary. The duration of the spell is very brief - lasting anywhere from a fraction of a second to a second and a half. It is extremely quick and easy for Hans to use, not being terribly intensive to cast, and can be used on the move. However, it is limited strictly to melee range, and can only be released from a free extremity - in most cases, Hans' left hand.
Trophic Barrier: Hans can create runes that automatically activate whenever his body is touched or proximal to a foreign magical effect, which causes his body to be enveloped in an aura of light-based magic that causes most magical effects to simply slide and flow across and past Hans' body like water past a rock in a riverbed for as long as the aura remains active, which is typically around five seconds. The main advantage of the rune is that they can be cast far in advance of battle, and the energy needed to cast them is spent at the time the are made rather than when they are activated. This allows for Hans to go into most battles with multiple runes ready at a time. For technical reasons relating to interactions between runes and the body, Hans can only maintain three such runes on his person at a time.
Trophic Current: Hans can channel a bolt or current of Light-based magic as a stream with a meter in range in any direction, which upon contact with most wards or auras will cause them to immediately evaporate or disperse.
Elemental Enchantment: Hans can enchant most weapons and armaments with a variety of basic elemental enchantments. He is largely limited to mono-elemental infusions and runes, having never received an extensive formal education in such craft.
Scattering: Hans creates a rune suspended in the air which flashes with a burst of light so intense it will temporarily blind anybody who can see it even out of the corner of their eyes. The burst of light only lasts a fraction of a second, making the spell relatively easy to use.
Lambent Mirror: Hans uses a light rune to bend and twist light in the surrounding area in such a way as to completely disturb one's visual perception of space, completely confusing and confusing their vestibulary functions and throwing them off balance in addition to likely making them nauseous.
Divining Rod: Hans fires a long, thin, rod-shaped projectile of light that pierces through all obstructions, magical, mundane, or otherwise, and then hardens as if made from stone, sealing everything connected to it in place. Although the rod of light itself seems solid, the length of it piercing and embedded within targets is harmless, and as such the spell is used primarily to immobilize rather than harm targets.
Secret: He does not speak of it, but you have seen it, once or twice. A spell you have never seen before. It is straight out of myth and legend. How did he come to learn of such a power? It is wholly beyond his means to have learnt.
Age: 30 Alias(es): The Stranger, Midget Slayer, Fox Hound Gender: Male Race: Human Personality:
A hoodlum who found his fame through pit fighting. Riance is a patient and calculating man who ensures to exploit any weaknesses he finds. As a person he is quite honest and could be remarked as sarcastic at times. Speaking his mind whilst putting a twist of humour that he himself has grown fond of. He discovered that its the best way to reveal a person's weakness by taunting them to act rashly. While cautious, it does not mean that he is incapable of empathising with others... Although weirdly at that he may appear to be too accommodating.
Among one thing he hates most is recklessness. It is reflected through Riance's battles with Daveon, another pit fighter whom he has lost as many times as he won against. Its with great dishonour to be admitting that even sometimes recklessness could achieve a better result than patience.
Biography:
Cunning is Riance's middle name. Riance Cunning Stranger. A hoodlum without the smarts to be efficient in the slums could prove to be fatal. Every objective is met with precision and careful coordination of his natural assets. He never shy away from retreating if his cunning plan had folded for the worse. Countless trial and error refined him to become a proficient guerrilla fighter-- instilling fear and fury with his tactics that reveals weaknesses of his enemies. One day, he was made aware that there were an organised fighting pit hosted by one of the local lords and he travelled there looking to see if he could make a fortune using his ability sets.
Everything had went according to plan. Until a certain halfling stopped him in his tracks to be at the top. The fighter known as Daveon Axebane-- A midget whose name claims to be the breaker of all axes... Was a strange specimen for Riance to dissect. The halfling uses rage and recklessness as if that was his own middle name. His tactics while effective, do not often guarantee his victory. Daveon seems to reveal very little weaknesses... Maybe he has such a tiny brain that it doesn't register a wound like a normal halfling would.
Equipment: Long Hewing Spear, with Cross Guard. This pointy stick could also pass as a shortsword in the nick of the moment. Riance utilises this spear to keep enemies at bay or to capitalise upon his foe's weaknesses with powerful thrusts and cuts. He is clad with a suit of half-plate armour that protect parts of his body and limbs, allowing for better mobility and sufficient protection. Skills:
Float like a Butterfly, Sting like a Bee - Riance carefully studies his opponent and attempts to find their weaknesses. Once found, he will exploit them until his enemy cease to live. During this time, he will appear to be fighting defensively; dodging attacks by a hair's distance and wrestling his enemy away from him to keep them at bay until he is ready to strike.
Hit Hard and Hit Fast - Usually the result of the understanding his opponent. His movements will become more erratic to accommodate for his opponent's attacks and begin striking at vital points and retreating out of reach.
Agile and Mobile - Self-explanatory. His lithe structure allows for easy getaways and flashy acrobatics.
Self-Teaching - He learns and understands skill his own way.
Magic: Light Rune - Uses a blast of light to blind his opponent in a pinch.
Unfortunately there is no open position for magic users as the only position is taken by Angel. Something like a Drow is possible however they wouldn't gain night vision. Skin color changes would taken a extremely long time to happen as well.
@Mag Lev Whelp, there goes my character idea. Ah well, time to figure out something else. I'll definitely stay Dark Elf though. I'm not sure what you mean by skin color changes.
This isn't one of those fantasy worlds that hates Dark Elves just for being Dark Elves, is it?
@Mag Lev Whelp, there goes my character idea. Ah well, time to figure out something else. I'll definitely stay Dark Elf though. I'm not sure what you mean by skin color changes.
This isn't one of those fantasy worlds that hates Dark Elves just for being Dark Elves, is it?
Elves are hated for being Elves, but I don't know about Dark Elves. What I mean about Dark Elves is that, generally, they are Drow and seen as having purple or black skin due to their nature of living underground for a long period of time. Such a change would take a long time, even for elves. They would've had to split off from their Elven ancestors around the First Era.
Dropping this here for one final check that I haven't screwed the formatting.
Adrianna Corvello
Age: 20-21 Race: human Gender: female
Appearance: Adrianna is on the short side, but not significantly so. Her caramel blonde hair is a frizzed mess from wind riding through Nagath … still stretching down well past her shoulders. She pulls it back sometimes when she’s expecting a fight. She seems like a soft, caring person at first from her face but there is a fire in her eyes when one looks closely. Gentleness is only skin-deep; there is something sinister behind those eyes. Her normal attire is far too elegant and valuable to have come from anywhere other than nobility. She sticks out like a sore thumb as an outcast from both the world around her and the world behind her; she is overly conscious of this fact, further feeding her paranoia. She wears dark pants, shin-high leather boots, a loose fitting top, and parts of her armor all under a brown cloak. She keeps the upper chest piece, shoulder guards, bracers, and thigh pieces on most of the time, as she doesn’t fully trust anything or anyone farther than she can throw them at first meeting. She wears a turquoise pendant necklace - typically concealed by the high collar of her armor pieces - bought from the town market when she was 15. She still has no idea the gemstone is in fact a Wraith Pendant.
Biography: Adrianna is the firstborn daughter of House Corvello, a lordship under the Empire of Gaelia. A son followed years later and only a year beyond that, twin boys. Her eldest brother is still four years her minor. Despite this, he is to inherit the family’s kingdom. In all her studies and her fight training and her grooming to be a baroness herself, she was always told that it was the firstborn who would inherit the land. Nowhere was it stated it must be a son. She knew in all the lordships of the empire that the daughters were married off, yet Adrianna persisted with the intent to be a Baroness herself and not a trophy. Her parents did try. They found themselves however in a predicament as House Corvello was not in need of any diplomatic marriages. Adrianna knew this from her studies of current politics. She proved to be “quite the handful” as one suitor put it. Her hand was offered to three men from other houses. Her eagerness & tact for governance was often considered as ‘overbearing’ from the men who merely wanted a simple wife. She is famously (within the family at least) quoted saying “I am a warrior and a diplomat. I am not some housewife to a spoiled man-child,” after the second attempt to give away her hand. Though Adrianna had evaded attempts to marry her off, her father - ever the traditionalist - still decided it must be the eldest son who ascends to power. At first she was shocked and could not believe that he would deny her perceived birthright from her. She jumped at every opportunity to prove herself worthy, as her father had promised he would allow. Every task, every challenger, and every single time she pushed herself hard and was the best she could possibly be. Still she was told time and again “Better.” Her disbelief turned into cynicism and disgust that she was to be barred from having what was hers by right. She was constantly angry at her brothers for being given the golden spoon – at her expense nonetheless – while she had to work to her limits and past them in vain to regain her claim to the throne. Her older adolescent years were far from her most pleasant or most personable. In her cynicism she was snappy and perpetually disgruntled by the smallest of things. Her temper was always short. The perpetual negativity on her mind was a force powerful enough to awaken the spirit that sat upon her neck. On her 18th, she saw an armorer who fit her for a quality set of plate leather. While it was acknowledgement of her skills as a fighter, she still was unsatisfied. She had spent hours studying politics & diplomacy while her brothers played. Token recognition did not suit her. Even though she felt the gesture underhanded, she was quite pleased weeks later with the end result. Her personal armor set is something to behold: as much a status symbol as sturdy protection. Her spoiled brother constantly made jokes about how it seemed so plain. Adrianna hadn’t wanted any large plates or elaborate helmets or shoulder spikes and similarly ridiculous garb her brothers were all obsessed with. The decoratives were in the details. A light scroll pattern on the plate and nothing more. Her forearm bracers though were as much a fashion statement as their other two purposes: protection and an improvised weapon. In her permanent frustration, she was vulnerable to suggestion. The soul she had awakened within the pendant existed as the tiniest of voices in her subconscious reinforcing her greed and her darker, harsher thoughts. Her cynical complacence turned to a stubborn refusal to accept no for an answer. She became convinced not to be turned away quietly. More than once she confronted her father far more aggressively now, at one point straight up demanding she be given what is hers. With each successive denial and with their relationship straining, her father became the object of her fixation, and her fixation treaded into dangerously hostile waters. After a final argument escalated to the point of guards being summoned – and summarily beaten into submission by a very angry Adrianna – she stormed out of the castle, hell-bent on proving herself worthy, dying trying, or finding a way to claim the throne she believes she is owed ... by lethal force if necessary.
Personality: She was raised to be a baroness. She knows how to be a lady of many hats and which face to wear in which situations. She is who she needs to be. Should someone be of power and thus of interest to her, she’s cheerful and nice and someone most people want to keep around. This more outgoing persona rarely shows anymore however, owing to the gruff cynicism she’s developed. Most of the time she comes across as far more of a realist – sometimes overly so – always preparing for whatever can be thrown at her. Choose the right topic of conversation with her and you can bait out her darker side. She doesn’t ever choose to reveal it to people, but get her talking about the right things and it just kind of happens. Her goals, her ambitions, her family, etc. These bring out a side of her born of years of frustration and dark influences upon her mind. This is the side of her that will move Hell and Earth to get what she wants. Her ultimate goal: reclaiming the throne she considers her birthright, only ever exists in the back of her mind most of the time. When the pieces fall into place and she grows close enough to taste her victory (if ever), she becomes fixated – dangerously tunnel-visioned in fact – on finishing what she started, everything else be damned. Adrianna maintains strong loyalties with anyone she believes can prove beneficial to her intents. She has no interest in maintaining relationships that have no present or future benefit to her. Her studies in politics and the arts of persuasion & coercion were primarily focused on the types of people she would deal with as Baroness. She could rhetorically twist the arm of a nobleman to get exactly what she wanted without even batting an eye. As she travels now far beyond the walls of nobility however, the people are far different and her silver tongue is worth little more than pewter. Her powers of persuasion are often limited at best.
Equipment: (She does not carry all of these weapons at once ever. These are merely the selection I choose from.) -Full set plated leather armor – custom tailored. The bracers are one of the heaviest plates and also well decorated with a light scrolling work, hand-etched. She wears the upper part of the torso armor, the shoulder pieces, and the bracers most of the time.
Her armor is durable enough to resist a slashing attack from many bladed weapons. Powerful stabs that land in the leather and not the plate however can go right through. While this example doesn't quite look like what I imagine her armor does, it gives the general idea quite well:
-Svardstav - a norse bladed staff (literally: sword-staff) with a fourteen inch double-edged steel blade on one end. The weapon caters to her speed-fighting skill and helps keep distance over an opponent, mitigating her moderate frailty.
Skills: Adrianna is a pickup fighter. Though she does carry weapons of her own, she often fights hand to hand and uses an opponent’s weapon against them, both while still in their hand and once she wrests it from them. This makes her skilled and dangerous against a human opponent. Against not-so-human adversaries that roam in the dark, she is of little threat and would easily become food. Her armor can resist a man’s blade but not the fatal touch of a spectre or the crushing claws & jaws of many a beast. She remains a trained diplomat. When negotiating - or threatening if the situation has appropriately devolved to such a point - with someone who wields power, she is well versed in the etiquette and skillset to do it. Inversely however her tact and subtlety has been somewhat blunted in recent years.
Motivations: There is no glory to be had in deeds, not in her eyes. A deed done out of benevolence earns one nothing. There is always a prize or payment that she believes will help her get closer to her goal: claiming the throne she believes is rightfully hers. Along that she became wrapped up in a group calling themselves “journeymen”. She cared not what benevolent purpose they had as long as it proved beneficial to her for the time. The earnings were certainly not to be complained about. Vengeance is also at the top of that list. She feels spurned by her family - especially by her father and by her eldest brother. She desperately wishes that one day her brother can know the struggle she went through to fight for what he was handed. She holds nothing but contempt for her father who made his choice to forsake her.
Wraith Pendant: Adrianna’s pendant charm is a Wraith Pendant: a turquoise gemstone that harbors a fragmented soul of the infamous dark sorcerer Abaddon Othgar. Othgar sought to become the most powerful being imaginable. In his quest for power, he learned a way to transcend his corporeal form, becoming himself a terrifying haunt as his power grew still. After a decade of reigning terror, he was vanquished and his soul was destroyed with his incorporeal form. A fragment however still resides in this gemstone. Inside the pendant, the soul fragment draws minute amounts of Adrianna’s life force to sustain itself. It is not enough to affect her in any way. The fragment is weak for not being whole and cannot compel her. It can only subtly influence her thoughts. She has not yet learned to isolate and hear its voice, as she does not know its there yet. It also cannot possess a host which is unwilling. It is too weak. Nor could it have full control over a host it possesses. If/when she begins to understand what she holds and the power it contains, she could call upon the wraith and allow it into her to harness its power. The soul can only control her body as long as her mind allows it. While it does it pushes her body harder than her conscious mind could and confers superior technique with her weapon in hand. Neither of these however could save her if she were in trouble, as they do little to improve upon her natural ability. Of note is the arcane abilities known to the Sorcerer Abaddon that now become her own to wield. The soul is so weak it cannot summon arcane power as it once could. Instead it draws off the host’s life force instead both to sustain its increased exertion and to fuel its magical abilities in an unusual middle-ground between the arcane and more common runic spells. Entering into this wraith form is exhausting and dangerous, effects greatly accelerated the more heavily she and the wraith call upon its arcane power. When the soul retreats into its shelter of the gemstone after the two have merged for a time, she is left with crippling exhaustion for at least several hours. If she were to push the form to its limits, the result would be days spent unconscious ... or even death. When the soul does take hold of her, the telltale blur of its incorporeal form is visible from Adrianna’s body as well. There are also black marks that appear across her body - notably creating a mask-like appearance around her eyes - resembling decorative tattoos of a pattern similar to that scrolled on her armor. These fade with time after the soul has departed her at roughly the same rate her strength returns to her.