Name: Etzer Maine Kirtzao Aliases: drake Fang, White Scale, Ezra Pierce Titles: The Bold Rider, Lancer of Truth, Boundary Piercer, Master of Winter, King of Beasts Age: 32 Place of Origin: The Jaggerjack Mountains Kingdom: The Rose Dominion Gender: Male
Physical Attributes
Eyes: Slate grey, piercing like a rapier's tip. Hair: Messy, dirty blond. It often appears windswept and unkempt. Day To Day Attire: Heavy shirts and long winter robes made of thick animal pelts and hides. Dark clothing with maybe a flash of silver or trophies made from his hunts like teeth or scales often make their way into his accessorizing. Strengths: Determination, perserverance, honesty, dauntless, loves learning new things Weaknesses: headstrong, gullible, stubborn, arrogant, awful at taking care of himself
Psychological Attributes
Fearless * Optimistic * Selfless * Empathic
Sexuality: Gay Relationship Status: Single Personality: While quite reckless in his youth, Etzer's rebellious spirit grew into that of the hardened hero that lead to the end of an oppressive empire. Etzer rarely takes no for an answer and refuses to believe that you're out of options until he can't lift his weapon any further. That being said, he's always valued the strength of his companions and has never thought that working alone would lead to success. Contrary to some of his habits, he has a love for wildlife and the wild spirit of youth and has deep respect for both, especially when he can watch someone grow beyond the limits of their fears.
His strongest flaw has always been the mistakes he makes to put out his own neck to save those he cares about. He often forgets about important things related to his health because there are many things in this world that are significantly more important. It would be difficult to assume he has a low opinion of himself based on his arrogant behaviour, yet his own well being always seems to be an after thought. He was never comfortable watching someone die in battle especially if they didn't believe in it, but he was always willing to take the hit regardless of how central he was to the task at hand.
Skills
A listing of skills, such as horseback riding or cooking. Levels include novice (0.5 pt), apprentice (1 pt), journeyman (2 pt), expert (3 pt), master (4 pt), grand master (5 pt). Each character can spend 21 points & only two skills can be mastered and one grand mastered. If your character knows magic, it counts as a skill.
Monster Tamer (Grandmaster): Etzer's greatest achievement was befriending his drake mount, Vakir, but he only gained the creature's attention by the training and education he underwent to gain an uncanny ability to befriend monsters. It was a trick of magic, of sorts, but most of it came from learning about the creatures and their behaviour. The dragon claimed he had a heart like theirs: thirsty for victory, but Etzer was the only one the being would call his friend, and the only warrior he would carry into battle, though many creatures were won over by this skill.
Cavalier (Master): Starting with horses, like all boys do; Etzer could supplement his skill at taming beasts with his skill at riding them. There was only so much he could do one from behind, but he was seen as quite the accomplished rider in his time.
Lancefighting (Master): Though he much preferred fighting on the back of something else, Etzer could hold his own in a battle with a polearm. His trusty spear was something he held in great regard and is what left his tale as one of a hero instead of one of a tragedy.
Martial Weapons (Expert): He may have been a master when it came to the lance, he was sufficenty skilled in a number of other weapons ranging from other polearms to swords to axes. Though he usually only kept an extra weapon or two on him in case of emergencies, his capability with most weapons was more than enough to hold his own.
Tactics (Expert): His father was an accomplished general, and despite how he hated it Etzer was schooled in military tactics from a young age. While he much preferred to rush in to the front lines from the sky, he coud provide sufficient input to tactical skills to at least analyze threats and general risk.
Druidic Magic (Journeymen): While he only really used this skill to give him a bit of an edge when it came to understanding dangerous creatures, he was mostly mediocre at all other aspects of it. Vakir teased him often for his shameful spellcraft and it mostly became a parlour trick with some gusts of wind. He preferred to leave that skill to those with their feet on The World. He preferred to soar above it.
Magic
A listing of favorite or unique spells, if any. Maximum of four.
Oath of the Beast: A druidic promise he could use to place himself into the mindset of the beasts he encountered. This allowed for him to understand the creature with which he was making contact, and convince them to join his side if possible. While this spell does not guarantee that they will listen, it was often the only way to be understood and demonstrate he could understand the other creature. Naturally this was more useful on less-intelligent creatures, and it has no effect on humans, but this became a simple promise he made to The World to allow him to make contact with these other creatures. This magic would only work on one creature at a time, and causes Etzer to react somewhat ferally to those that try to snap him out of the spell.
Artifacts
A listing of acquired artifacts. Maximum of three.
Feather Fall Boots: Enchanted for him by his druid mentor deep in the woods, these iron boots have images of wings emblazoned on their sides, and when the heels tap together the wing images shine with white light. While active, he can control the speed of his descent from no matter what height. The boots have been with him a long time, their secondary enchantment allowing for their size to grow with his feet.
Amulet of Dragonspeech: Entrusted to him by Vakir, his trusted companion, this amulet allowed for him to be in constant communcation with his drake companion for miles via a telepathic link. Its crafted from Vakir's white scales formed into a tiny shield that's held by a chain around his neck. When Vakir speaks, it flashes white.
Spear of Returning: The spear appeared at his side when it was announced that his father was to be executed for treason. Whenever thrown at something from a distance, he needs only call its name (Selene's Rose) and it returns to his side. It was named after his grandmother and has pink rose petals decorating the silver, weighted tip of the lance with a pink ribbon tied down from the shaft that has not disintegrated in years.
History
Etzer Kirtzao: artist rendition "You want a story? Well, I might know a few..."
Myth / Legend: The story goes as such: Etzer's father was a member of the Rose Dynasty's military when he was born, and was lost in a world of grief when his mother did not survive the procedure. The man threw himself into his work and pulled his son along with him, where he pushed him to the limits of his body even at a young age. His father truly loved his boy, but grief poisoned their interactions together. Etzer grew to resent his harsh father, and Galvus, blinded by grief, started trying to shape him into the perfect little soldier because he assumed it was what was best for him. The two were constantly at wit's end, but the breaking point was the new monarch's latest order:
"Destroy the nearby villages of the Jaggerjack mountains, and take no prisoners for the glory of your ruler!"
Galvus did not realize the ramifications of his actions. He was a trusted General of the monarch, a title he held close like armor to wear so he would not have to see his own thoughts and feelings, but the devastation and tears that came from his young boy after his father told him what had happened seemed to bring him to his senses. The monarch's rule was cruel and harsh, but he was in too deep to walk away. To deny his role as general would have been seen as treason, but he knew that his son could not follow that path.
The story goes that Galvus made a deal with a druid of the Mountain Groves, and Etzer, a young boy at the time, was given away by his father to keep him from his own mistakes, and to ensure a better future. The druid's name was Faine, and he did his best to protect the boy and teach him how to survive the wilderness, but he knew the boy couldn't stay too long. His spirit was blazing and fierocious, like that of the most vicious predators. Legend says that he spent his days wrestling with the wild life, from wolves to bears to monstrous creatures, and that in this way he earned the respect of the World, and was gifted with the ability to befriend beasts. He spent time in the wilderness under Faine's care until he was eighteen and his restless spirit could not be held any longer, so Etzer took off on an adventure.
He went all over, away from his homeland to discover the world of freedom away from control, and he would ride into town on whichever beast was willing: from bears, to boars, to giant lizards - he was never seen without a companion. But it would be a few years yet before he met his legendary parter-in-crime.
Around the time of his twenty-fifth brithday, a small kingdom came to him for help. A precious treasure was stolen from the king by the vicious Vikar, Winter's Bane. Vikar was supposedly a mighty and dangerous dragon that laid waste to the countrysides in vicious trails of ice. Dragons and drakes were quite rare to find, but they always brought doom with them, yet Etzer climbed the mountain to Vikar's cave and demonstrated his strength in a legendary battle. It was said that the dragon laughed the first time he saw Etzer, but by the end of their confrontation, the prideful dragon's respect was earned by the fiery warrior, and they became unlikely companions. No man had ever stood at a dragon's side. No man thought riding one was possible, but then there was Etzer. His name spread as The Master of Winter - far enough that it got back to the Jaggerjack Mountains, still under rule of the Rose Dynasty. A group of freedom fighters working in the shadows came to him, saying they were preparing a rebellion against the vicious monarch, but they would need his help. Etzer already was tempted, though Vakir's reminders of the dangers hung in his mind. It was the appearance of Selene's Rose in his hand one that drove him to jump into action. War was declared on the dynasty, and they entered a gruesome battle: The War of the Stained Flower, or Bloody Rose.
His legend was set in stone in the final battle. Hordes of archers aimed at him and Vikar from the sky. Everything from bows to heavy ballistae were hurled at them as they started to fly closer. The war could not be won until the walls were torn down, so Vikar and Etzer flew right down the center. Vikar was attacked on all sides from a number of warriors, and his last moments were spent there. He and Etzer spoke their heartfelt goodbyes, then Vikar hurled him towards the monarch's throne room with his last remaining strength, and Etzer fought against the monarch, and his guards in his own throne room.
Etzer and his opponent were equally match, yet Etzer threw all his fury into that battle. The siege outside brought the castle to collapse, and he and the monarch killed each other in their final moments, just as the palace fell on top of them. Etzer's memory was praised, and his lance recovered, but the place itself became his burial ground. His heroism led to the mountain's freedom from oppression and cruelty, and he became known as a compassionate martyr who's heart was big enough to love even a dragon.
Parents: Renn & Galvus Kirtzao Siblings: None. Childhood: He started out being raised by his father essentially in a military compound up until his adolescence, where he was then brought out into the wilderness to be raised by the druid Faine. Most of this time he spent in teaching or training before he finally discovered his passion and love for nature and the outdoors. Adulthood: He travelled the world for a long time and brought peace to villages that were being attacked or raided by certain creatures. He was seen as a carefree and lackadaisacal freelancer who was eventually sought out for most problems that related to the wilderness. They said there were some key occasions where a beast had to be killed, but he was always found mourning them and their bodies, taking small trinkets from them in their memory.
When he befriended Vakir, most moments were spent in the sky, on his back, or in deep conversation with the wise, ancient being. The dragon never found reason to doubt his admiration for the man, even if he was reckless and fullheaded. Vakir was proud to die next to the valiant, compassionate rider, and somehow Etzer kind of always knew that his life would end on the battlefield, regardless of his father's best intentions.
Etzer was satisfied in knowing that hopefully he would never have to answer one question: "What was a rider without his mount?" Special Moments: Cliff Jumping with his Feather Fall Boots, flying with Vakir for the first time, sitting on the peak of a mountain and looking across the World with Vakir at his side, thinking about the joy, life, and endless possibilities that it brought. Current Events:
Character Quote:"You're a fiery one too, yeah? I bet we'll get along just fine!" Theme Song:Whatever It Takes - Imagine Dragons Aura Color: A Verdant Green Scent: He smells like first frost and fresh air. Anything Else:
Name: Jack Kolanthy Aliases: None. Jack uses his name. Titles: The Hero of Alsimar, The Mageling, Jack of Spades. Age: 23 Place of Origin: Alsimar City. Kingdom: Alsimar. Gender: Male.
Physical Attributes
Eyes: Brown. Hair: Blonde. Day To Day Attire: Clean tunic, trousers, flowy sleeves, his cloak. Usually dressed in neutral tones, and has a taste for simple elegance when it comes to fashion. Strengths: Confident, charming, resourceful, ludicrously powerful. Weaknesses: Immature, cocky, headstrong.
Psychological Attributes
Arrogant * Hot-Headed * Brave * Loyal
Sexuality: Heterosexual. Relationship Status: Single. Was in love with Elyana, a member of his adventuring party, but died before anything came of it. Personality: Jack Kolanthy is a person of energy, enthusiasm, and a fiery temper. He has an enormous lust for life, always eager to laugh or smile but just as ready to start melting faces should the need arise. Much of his courage is born of arrogance and confidence in his abilities, but much of it is also genuine; he will never back down from a fight, and for those he calls friends he will kill and die. Early in his life he was a deeply self-centered person, but later the influence of his friends caused him to nurture his moral instincts and do more good for the sake of goodness, culminating in the last act of sacrifice that would become his legacy.
Skills
A listing of skills, such as horseback riding or cooking. Levels include novice (0.5 pt), apprentice (1 pt), journeyman (2 pt), expert (3 pt), master (4 pt), grand master (5 pt). Each character can spend 21 points & only two skills can be mastered and one grand mastered. If your character knows magic, it counts as a skill.
SKILL NAME: Grand Master Magic User. In terms of the raw magical power he was capable of producing, Jack is quite possibly the most powerful wizard in recorded history. Though he was occasionally derided in his day for wielding his power like a cudgel, preferring to rely on overwhelming force rather than skill or subtlety, there can be little doubt that the Jack of Spades was an absolute freak of nature when it came to producing magical power.
SKILL NAME: Master Battle Mage. Jack saw more than his share of conflict in his adventuring days, and he was an expert at making things dead with magic, adept at choosing the right spell for the job and aiming the perfect fireball.
SKILL NAME: Master Conjurer. Jack was equally talented with the creation of inanimate objects from raw magical energy, able to conjure camping equipment, a roaring fire, food and drink for himself and his companions, and almost anything else he could imagine, though items conjured in such a fashion rarely lasted very long once he stopped thinking about them.
SKILL NAME: Expert Monsterologist. Whenever he and his party encountered some magic beast they had never seen before, it was Jack’s job to know about it; as such, he has a decent if not fool-proof mental encyclopedia of magical creatures, their behaviors, diets, etc.
SKILL NAME: Journeyman Crime Boss. Before Elyana and her companions found him and convinced him to change his ways, he had intimidated, outplayed, or outright annihilated most of his rivals and was secure in his position as chief of organized crime in Alsimar City. He still remembers those days, however much he regrets them, and knows how criminal organizations work and how they keep people in line.
SKILL NAME: Expert Swordfighter. Elyana gave him lessons in swordplay during his adventuring days, insisting that he would need to be able to protect himself if his magical abilities failed him. He humored her, and actually ended up getting pretty good at it in spite of himself.
Magic
A listing of favorite or unique spells, if any. Maximum of four.
MAGIC SPELL: Mageling Blast. An arcane technique invented by Jack that no wizard has since been able to replicate, the Mageling Blast is not so much a spell as it is a pure expression of Jack’s sheer arcane power – it takes the form of a magical beam of pure energy, laced with fire and frost and sparking with radiant electrical might. Entirely lacking in subtlety, this spell is more or less Jack hosing arcane power at his opponent until they fall over, and can blast through physical and magical barriers alike as it attempts to liquify its target. Its use is a sure sign that Jack has finished screwing around and is now getting serious about obliterating his enemy.
MAGIC SPELL: Epic Teleport. Some of Jack’s recorded feats of teleportation have been disputed by magi historians as being almost certainly exaggerated, such was the power they would have required; but the truth is very close to the stories. Jack is capable of opening portals to almost anywhere in the entire world, so long as he can be provided with a basic geographical description of where it was, and maintain them long enough for small armies to cross through.
MAGIC SPELL: Telekinesis. One of the only forms of magic Jack exercises with any skill and tact is the art of moving things with his mind – Jack can juggle a dizzying number of items in the air, manipulating them as projectiles or just putting on a show, or can wrap himself in telekinetic force to fly at high speeds. There’s a story of him defeating five people in five separate sword-fights at once without even touching a blade, and it’s true; though the story leaves out that none of them were particularly good at sword fighting.
MAGIC SPELL: The Shake’n’Shock. One of Jack’s personal favorites for taking out an unsuspecting opponent; approach them, introduce yourself, grab their hand to shake it before they have time to react and then fill them with enough magical energy to turn an elephant to ash. In his own words, “You can’t beat the classics.”
Artifacts
A listing of acquired artifacts. Maximum of three.
ARTIFACT: The Cloak of Pockets – a dark blue cloak with a literally infinite amount of pockets sewed into it. Each pocket is capable of holding objects five times the size it should, and he can locate the appropriate pocket for the item he’s looking for instantly as well as always being able to find an empty one to store something new.
ARTIFACT: The Staff of the Mageling. A simple wooden staff tipped with limestone. A priceless artifact, said to be the source of the Mageling’s incredible power. In reality, it’s just a walking stick, but that hasn’t stopped countless thieves, wizards and witches from coveting it and attempting to unlock its secrets.
History
Myth / Legend: The Mageling is regarded as one of the most powerful wizards ever to exist in the known world. Entire volumes have been written about his exploits, attempting to understand how he achieved the feats he did with such little training or pondering if such a person could ever be replicated. However, to non-wizards, he is significantly more famous as Jack of Spades, the hero who gave his life in an epic duel with the dark monster Nartaron and in doing so, saved the known world. He is the symbol and hero of his native kingdom of Alsimar, a favorite figure in folk tales and drinking songs, and thanks to the efforts of his former companions, forever remembered as a courageous man who used his great powers for good. His sacrifice is commemorated in a traditional holiday in many cities, known as Spadesday, a day for feasting, merriment and storytelling in which adults play at being monsters and children join forces with ‘Jack of Spades’ (an adult in disguise, usually a mage) to drive them off.
Parents: He has no idea. Siblings: None as far as he knows. Childhood: Jack’s earliest memories were on the streets of Alsimar city, scavenging for food in gutters and avoiding boys larger than him. He has no idea how he got there or who his parents were; probably just criminal nobodies like him who dumped him on the streets or got arrested before they could find him again. When his powers manifested at the age of six, he went from living in fear to living like a king – anything he wanted, he took, and anyone who got in his way, he fried. He grew up in decadence and glory, becoming the tyrant of the city’s criminal underworld and ruling through fear, but his powers had yet to reach their full height. When he was seventeen years old, his hideout was invaded by a band of young adventurers, led by a novice paladin of the Pale Lady named Elyana, and though he put up a good fight, he was no match for them. However, Elyana sensed something in the young tyrant that suggested he was not beyond saving, and rather than taking him to justice she offered him the chance to join them on their adventures to work off his debt to society through heroism. He accepted.
Adulthood: Jack traveled with them for several years, and their skill and fame began to rise sharply. They delved into ancient ruins, slew unspeakable monsters, carried away mountains of treasure from haunted barrows. All the while, Jack drew closer and closer to Elyana, though he never spoke of his feelings to her or anyone; he was no stranger to female company, but something about her was… different. He could have lived in that way forever, but it was not to be.
An evil rose in the west. Nartaron, a former paladin of Elyana’s order, had been corrupted by the Darkness, and so filled with unholy power that he became a monster capable of cutting down entire armies, and at the head of a host of dark creatures he set out to destroy the realms of men starting with Alsimar. Many died in the war that followed, but despite the best efforts of the kingdom and its allies, Nartaron’s dark advance could not be stopped. In an act of immense courage and heroism, Jack and his companions infiltrated Nartaron’s camp and stole his helmet, the key to his vile powers, and brought it back to the paladins to destroy it, that he and his host might be banished; the last hope of the armies of the light. But the ritual of destruction would take time that was not available, for Nartaron’s army bore down on the city in a fury, seeking to reclaim their master’s treasure. In a last act of courage, Jack sallied forth to meet him, engaging Nartaron in single combat outside the gates of the Pale Lady’s temple and fighting him to a standstill, after teleporting Elyana and his companions unwillingly to safety. Jack knew he would be unable to match the power and skill of the dark knight, who ran him through with his dark blade and walked across his broken body into the temple. In that moment, the ritual was completed, the helm destroyed, and Nartaron and his army banished to the realms of darkness. Jack was buried in a state funeral and praised as a hero, and his adventuring party retired to live out their days, always remembering the brave, arrogant mage. Special Moments: Manifesting his magic for the first time, meeting his party, falling in love with Elyana, sacrificing himself to save the world.
Character Quote: “Don’t tell me how things are; tell me how they should be, and I’ll make them that way.” Theme Song:Dare You to Move - Switchfoot Aura Color: Electric blue. Scent: Pine smoke and rosewater. Anything Else: Last words: “Even you have to admit, I had a good run,” spoken to Nartaron, moments before being impaled.
@RedXCross - I'd like to know about what the dragon might be capable of and if it fits with both my vision and the power level of Ravness. ^-^ Otherwise, I adore Dragoons. ^.-
@Cairo - I really like how the character is crafted, though I feel he's a bit much in terms of power. Try and compare him to Ravness - he should be of similar power. ^-^
@RedXCross - I'd like to know about what the dragon might be capable of and if it fits with both my vision and the power level of Ravness. ^-^ Otherwise, I adore Dragoons. ^.-
@Cairo - I really like how the character is crafted, though I feel he's a bit much in terms of power. Try and compare him to Ravness - he should be of similar power. ^-^
In my mind, the dragon was fairly mortal - I mean he does die from mostly mortal means. I thought that it'd be ice breath, a higher-than-average wisdom/intelligence, and decent flying capability. Along with maybe a longer-than-human lifespan.
So like, classic "knight in armor saves the princess" - type dragon if that makes sense.
Regardless, my kind of hope was that Etzer wouldn't wake up with his dragon companion (at least right away) so that he's kinda forced to change his style :P
@Fetzen - Only one character so far, so have at it!
@RedXCross - We may have to change it to perhaps a drake then? Essentially one of the lesser dragons of the World, as true dragons are quite... fearsome & powerful. Is that okay? Also, it's absolutely okay that his drake is not awake at first. =3
@Fetzen - Only one character so far, so have at it!
@RedXCross - We may have to change it to perhaps a drake then? Essentially one of the lesser dragons of the World, as true dragons are quite... fearsome & powerful. Is that okay? Also, it's absolutely okay that his drake is not awake at first. =3
I mean, whatever you wanna call him is fine really. It'd be fun if maybe the myth of him stretched it so Vikar was thought to be a dragon in the future - could lead to some shenanigans. Sounds good to me, though.
Bit of a different feel than these other folks, but let me know what you think:
Lance Alamo
Character Summary
Name: Lance Alamo Aliases: “Lance of Justice,” “Bloodhound” Titles: Arcane Detective Age: 32 Place of Origin: The City of Grimwater Kingdom: Latrisia Gender: Male Time of Death: 1500 years ago
Physical Attributes
Eyes: Brown Hair: Brown Day To Day Attire: Business casual. White button-up shirt, black tie, professionally tailored trousers with silk lining, dress shoes. When he goes out, he wears a black trench coat and gloves. Sometimes wears a black fedora. Strengths: Deductive reasoning, Information Gathering, Fist Fighting Weaknesses: Weapons, New-fangled Magitech Whatsits, Allergic to cats
Psychological Attributes
Determined * Just * Ballsy * Cool-Headed
Sexuality: Straight. Relationship Status: Widower. Personality: Behind a melancholy and cynical demeanor lies a good man with a strong sense of justice who wants to correct the wrongs of the world. He’s been known to flirt with the ladies, but after his wife’s murder, he’s been unable to form a serious relationship. Lance doesn’t get mad; he gets even. If the justice system is broken, he’ll make his own justice, one way or another. He’s wary of folks with shady pasts, but not unwilling to work with them if something larger is at stake.
Skills
Arcane Detective (Grand Master): A typical detective can see the obscure traces people leave behind and put them together to identify a culprit. A footprint leads to a shoe size leads to a suspect’s height. In addition to standard detective perception and deductive reasoning, Lance can comprehend the traces of magic left behind. He understands how magic fire behaves differently than a natural fire, and he can look at your palms and see traces of magic soot left behind. He can use physical evidence to create a criminal profile, and can use magical evidence to create a magical profile of his suspects. This knowledge allows him to prep and get a handle on his suspect’s abilities before confronting them. His Arcane Magnifier assists him in his deductions.
Arcane Pugilist (Master): Boxing meets dirty street fighting with a splash of magic. His fighting style utilizes his Magitech Gloves to give him the boost he needs to go toe-to-toe with magic users.
Eavesdropper (Master): The art of hiding in plain sight, filtering out distractions, and retaining pertinent information. Lance can get places where he isn’t welcome and get out without being noticed. His coat of shadows helps with this ability. No secret is safe if Lance is in your town.
Interrogator (expert): Lance knows how to get someone talking and keep them talking. He can apply pain to intimidate, or shower with bribes to pacify. He’s great at picking up on tells and can smell bullshit a mile away.
Linguist (Journeyman): Lance has a knack for languages. He can pick up on local dialects with little difficulty, and he’s a fast learner on foreign languages. It also comes in handy for eavesdropping folks who speak in code.
Alleycat (expert): Whether it’s seedy back alleys, labyrinthine sewers, or winding caverns, Lance feels right at home. He has an excellent sense of direction and will quickly get his bearings, even in unfamiliar territory.
Magic
N/A
Artifacts
Arcane Magnifier: A magitech magnifying glass that can see traces of magic invisible to the naked eye. A dimensional rift opened? Glowing cracks in space will appear. Culprit erased all traces of a magical attack? Glowing residue will appear in different patterns depending on the kind of magic used.
Magitech Gloves: Gloves imbued with magic to augment Lance’s fighting style. They can be tuned to four different frequencies. The shocking frequency gives his enemies an electric zap upon contact. The heavy frequency makes his fists as hard as steel and heavy as lead. The swift frequency lets his fist ride on the wind, giving them a speed boost. The jammer frequency creates a momentary barrier that can defend against magical attacks. Both gloves must be attuned to the same frequency to work and are activated by smacking his fists together.
Coat of Shadows: A trench coat imbued with dark magic. It was given to him as an “offering” in his younger days, and so it’s origins aren’t clear. The person who wears the coat can blend with the shadows around them, appearing to melt into darkness. However, the coat’s effects are entirely visual.
History
Myth / Legend: Lords are supposed to protect to the people. They have power, wealth, clout. Only a madman would act in defiance of their laws. However, when lords turn a blind eye, what are the people to do? Grimwater, the trading nexus of Latrisia. Folks of all walks of life called this place home. Wealthy aristocrats flaunted their status with towering mansions while merchants, artisans, and commoners all scrapped and scrambled for the opportunity to live beneath their shadows. It was an economic boon for the lords, and they attained wealth beyond even that of their king. It should have been a golden age, but gold can tarnish even the most silvered soul.
Tariffs and taxes led to under-the-table transactions, which gave rise of organized crime. Gangs staked their claims and marked their territories in blood. Those folks trying to make an honest living were squeezed to the last copper. The lords were too fat and happy to care and all the guards were on the take. If you weren’t a player in the dirty game, you were trampled under their boots. The people needed a hero. The people needed justice. Then, one man turned a cesspool of a city into a bastion of hope for the world.
Once Lance hit the streets, the shadows were no longer safe for the dwellers of the dark. One by one, he found the masterminds of the criminal rings. He thwarted their assassins, he dug up their secrets, and he waltzed into those festive mansions with so much evidence that the lords could not turn a blind eye and still retain their honor. Once Lance took up a case, he saw it through to the end. No guilty man could escape once he caught their scent, earning him the nickname “Bloodhound.”
He cleaned up Grimwater good, but then he set his sights on his greatest foe yet: the lords themselves. He called them out on their incompetence and their failure to uphold their duties. He sent a thorough report to the king, providing him with incontrovertible evidence of their corruption. Lance fought the good fight, but he was promptly beheaded for treason. He would never see the peasant uproar that his execution caused, nor would he see the king’s armies march through the streets to depose the corrupt lords. However, the people would sing about the Lance of Justice for generations to come.
Parents: Arthur and Tracy Alamo Siblings: Younger sister, Irene Dupin Childhood: His father was a guard and their family made ends meat on his salary. However, Arthur refused to compromise his principals, and didn’t take home any of the “perks” that most guards were offered. Lance dreamed of following in his father’s footsteps. Adulthood: Lance’s father retired with his dignity in tact, and Lance was accepted into the town guard. However, soon Lance fell in love and married a woman named Laura, and a guard’s salary was barely enough to get by, especially with a child on the way. So, Lance made a few deals. Nothing big. He’d let some drug dealers grease his palms to ensure their privacy. Nothing that would get anyone hurt. His child would have a good life because he let a couple addicts get their fix.
One day, Laura took a bit longer at the market than expected. It was getting dark and she heard a shriek in an alley. Her one mistake was turning and looking. She was found dead in that same alley with an unborn child dead in her womb. The guards ruled it an accident and closed the books.
Lance left the guards soon after, and hunted down the man who killed his wife. It turned out, he was damned good at it. He opened up a private investigator business, accepting what payment people could afford to pay, and the rest is history. Special Moments: Joining the guards, marrying Laura, shutting down the last major crime ring in Grimwater.
@Lyla Ohohooo! I just thought of something that's goddamn evil! What if, while he and the Lich were fighting Ravness and Ovelia, my guy Ffamran ended up being the one who killed her? And while he does feel some remorse over it when he sees Ravness's reaction, he's so convinced that they're the bad guys that he keeps fighting her anyway!
Well that took a lot longer than I thought it would. @Lyla
Sibley Arzel
Character Summary
Name: Sibley Arzel Aliases: Sirrah Titles: Renegade Phoenix Age: 19 Place of Origin: Northpass Kingdom: Nalmor Gender: female
Physical Attributes
Eyes: Hazel Hair: Chestnut Brown Day To Day Attire: Comfortable and nondescript. Her style of dress is generally that of a poor farm girl: undyed dresses and shawls with very little decoration make it very easy for her to get lost in a crowd. The only accessory she wears regularly is a silver chainmail bracelet. Strengths: Quick, charismatic, doesn’t look like a kleptomaniac Weaknesses: Kleptomaniac, poor impulse control, doesn’t deal well with authority
Psychological Attributes
Rebellious * Free-Spirited * Chaotic * Trickster
Sexuality: Straight Relationship Status: Single Personality: Sibley is very good at convincing folks that she isn’t here to take anything not nailed down. Upon first meeting her, she has the demeanour of a poor farm girl: quiet, polite, usually won’t speak unless spoken to. Those who know her know that this isn’t the real Sibley: when she is comfortable in a group, she will speak more readily, and tends to speak her mind. She loves to laugh and make jokes, and is known to play tricks from time to time (a favourite of hers is making things disappear). She is rather impulsive, and sometimes has trouble controlling her urges. This most often gets her in trouble when combined with her lack of respect for authority. Regardless, her heart is in the right place - even if it doesn't always seem that way.
Skills
A listing of skills, such as horseback riding or cooking. Levels include novice (0.5 pt), apprentice (1 pt), journeyman (2 pt), expert (3 pt), master (4 pt), grand master (5 pt). Each character can spend 21 points & only two skills can be mastered and one grand mastered. If your character knows magic, it counts as a skill.
Stealth (Grand Master): Sibley learned from a young age how to get around without being noticed. She honed her skills even further upon her arrival in Mourom, and became a living legend after pulling off some of the biggest heists in the kingdom’s history.
Planning (Expert): During her time leading the Renegades, Sibley took it upon herself to plan the heists that financed the group. She single-handedly planned the highest-profile heists, and effectively used her associates’ skills to help pull them off. Her planning experience is largely centered around breaking-and-entering.
Leadership (Expert): Sibley founded the Renegades, and learned how to effectively lead a group because of it. It was with her direction that the group became as prominent as it did.
Sleight of Hand/Pickpocket (Master): Sibley is very good at making things disappear - a useful skill to have when you’re in the business of taking what doesn’t belong to you.
Lockpicking (Master): Sibley is skilled at getting into places where she shouldn’t be, and can easily pick most locks.
Husbandry (Apprentice): Having grown up on a farm, Sibley has a general idea of how to grow food.
Dagger Proficiency (Apprentice): Although she prefers to stay in the shadows and leave any dirty work to her associates, Sibley nonetheless knows a little about fighting with daggers. In her line of work, it’s necessary to at least know how to defend yourself.
Artifacts
A listing of acquired artifacts. Maximum of three.
Skeleton Key: An enchanted key that can open any lock, stolen from the king himself. Although she doesn’t really need it, Sibley keeps it with her, just in case.
Shrouded Boots: These black leather boots silence Sibley’s footsteps completely, making sneaking around easier. They were a gift from a fellow Renegade.
Chainmail Bracelet: A gift from her father, Sibley has been told that this bracelet makes spellcasting easier. She has no use for it, but wears it anyway, as a reminder of where she came from and why she fights.
History
"Sirrah" for TREASON AGAINST THE KING & GRAND THEFT teaching the dogs in power what fear is. and grand theft
Myth / Legend: The legend of Sirrah varies depending on who tells it. Some paint her as a hero of common men, the Renegade Phoenix, fighting injustice and dying fearlessly for the cause; others call her a traitor, and hold her up as an example of what happens when you make the mistake of betraying your kingdom. As one might imagine, there is a sharp class divide between the two stories, with the rich and powerful much more likely to vilify her.
Regardless, the basics of the story don’t change. A girl forced from her childhood home under mysterious circumstances, a thief who quickly rose to prominence by stealing from the king himself. A young leader of a failed rebellion, betrayed by one of her own and burned at the stake for her crimes.
Not much is known about her - even her true name has been lost to time. Bards call her “Sirrah”, the word once used to address those who are beneath you, because this was the name she chose for herself: as the leader of the Renegades, she used the name Sirrah exclusively as a show of dedication to the cause. Even her fellow Renegades did not know her true name. As the story goes, when she was finally arrested, the guards demanded to know who she really was; when they addressed her as sirrah, as was custom at the time, she replied that they already called her by name, and refused to answer any further.
What is known, though, is that her death was a turning point for the kingdom. Although the Renegades ultimately failed in bringing down the monarchy (a direct result of Sirrah’s death, some claim), they were successful in stopping the nobles from abusing their power. The king enacted new laws to protect the poor, and many who were responsible for previous abuses were ousted from the royal court.
Childhood: Sibley grew up on her family’s farm outside the village of Northpass. As a child, she often got into trouble, stealing from travellers and playing tricks on neighbours.
When Sibley was 13, a group of soldiers escorting two noblemen stopped in Northpass to rest for the night. As the village had no inn, the group knocked on doors and demanded safe places to sleep, threatening violence if the residents refused. Among those who were forced to cooperate was the Arzel family: they hosted one of the noblemen and his four bodyguards. The guests were rowdy and rude, drinking long into the night and making lewd comments. When they finally fell asleep, Sibley stole as much as she could from them, including weapons, and hid it in the forest behind the farm. Content with her work, she lingered in the forest until dawn.
Upon returning to the farmhouse, she heard screaming and fighting from within. The group was not pleased to find their things missing, and was quick to make good on their threats of violence. Sibley didn’t dare go inside, or even peak in the window; she simply crouched behind the farmhouse, trying her best not to be seen, as she listened to the very one-sided skirmish. She ran when she smelled smoke, and looked back just long enough to see her home slowly go up in flames.
Adulthood: Sibley immediately left Northpass and travelled south to the city of Mourom. She made an easy living for herself as a pickpocket and petty thief, bouncing from inn to inn for several months. A chance meeting at one of these inns led to her forming the Renegades, a resistance group with the goal of bringing down the monarchy and ending the systematic abuse of the lower class, with a man called Roulin. Under Sibley’s leadership, the Renegades grew in numbers and influence, and within just a few short years, they were a household name.
A large part of this success was the way that they financed themselves: using the alias “Sirrah,” Sibley organized a number of high-profile heists, stealing from members of the king’s court and, eventually, from the king himself. When the wanted posters went up, the Renegades publicly took credit, posting their own explanations and encouraging others to join them.
Sibley’s luck ran out when Roulin betrayed her. She never learned the reason, but her leading theory is that the reward for her capture was too big for him to pass up. After spending three months in the castle’s dungeon, she was publicly burned at the stake for treason. Looking out over the gathered crowd, she saw Renegades and strangers alike; and she knew that her work wasn’t in vain. Regardless of what became of her, change was coming.
Special Moments: founding the Renegades, stealing from the king, getting away with stealing from the king
Character Quote: "Welcome back, glad to see they didn't murder you. Rejoice, and - holy fuck, you're bleeding." Theme Song:Heretic Pride Aura Color: mint green Scent: the vague scent of burning wood lingers on her Anything Else: