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Hidden 5 yrs ago Post by Raineh Daze
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  • Name: Corinne Julienne Delphine de Tiffauges
  • Age: 17
  • Gender: Female
  • Race: Hundi
  • Rank: 2 of Wands
  • Appearance: Corrine's appearance is, perhaps, the first clue that she is not the most capable or experienced of adventurers. Fine, richly-dyed cloth, embroidery, jewels, and a physique that speaks of a lot more "reading books near a fire" than seriously working out. She's even on the short side for a Hundi, coming to all of 4'9.
  • Personality: It's said that Hundi are incapable of lying, but nowhere is it said that they have to say almost whatever is on their mind regardless of the tact of the situation. Unfortunately, that describes Corinne perfectly well, with a tendency towards putting her foot in her mouth at the slightest chance. On the plus side, given how easily she speaks her mind, spending almost any amount of time near her is a good way to be certain that the upbeat Hundi has almost no ill will towards anyone in her. It also makes it clear that despite her grasp of magic and good grasp of such things as finance and how one might run an estate... either Corinne's painfully naive, or just kind of dumb.
    Corinne can be almost painfully shy around new people despite the bluntness, often choosing to stand carefully behind Liliane (formerly her parents) until she's comfortable. This also describes her reaction to mindless undead quite well, despite--even with her inexperience--having perhaps the best skill set for stopping them.
  • Brief Backstory: Tiffauges is a reasonably large town about two days' travel on foot from the Black Pit--far enough away that anything that comes out of it is unlikely to head its way, but close enough that if something were to be seen it would require an immediate defence just in case. Specialising in fine pottery and (like much of Ithillin) wine, it's prosperous enough to do quite a large amount of trading. All in all, it means that the noble family overseeing the area is more well-off than some of their strictly farming-focused peers. Corinne, as her name indicates, was born into the family and remains their only child.
    Throughout her childhood she proved completely inept at every single form of combat she was shown, even with training. Given the high value Hundi place on their combat skills, she was desperate to find something to do well at--and in desperation showed a remarkably rare talent amounts them, having much more mana than normal; enough to actively focus on magic as a primary form of combat. A tutor was quickly arranged, and by her sixteenth birthday Corinne had learned a reasonably impressive selection of magic... though her speed and efficiency left a lot to be desired.
    On her coming-of-age journey, the mage was desperate to prove that she had learned something worth fighting with but her natural clumsiness and difficulty even starting a conversation with total strangers lead them to help her practise but avoid a proper duel. Corinne was growing despondent at ever finding someone who would give her a chance and started to head out from the more Hundi-dominated region of Ithillin towards the human settlements when she had a fortuitous meeting: a girl of similar age to herself, headed in the other direction. Unlike the others she had met, this girl didn't immediately dismiss her request, turning around and accompanying Corinne for a few days more before accepting the duel. It didn't even last ten seconds.
    Word was sent back to her parents to prepare for the inevitable wedding, and Liliane made sure to keep an eye on her for the remainder of the journey, explaining that she was a novice adventurer who had been paying a visit home when they met. It was her fiancée's description of the northern guild that gave Corinne an idea where she could practice and perfect her magic, show that she was good for something and would be able to keep Tiffauges safe.
    They didn't spend time in Ithillin for long after the wedding, making the trek north and registering the young noble with the guild. With no experience and a rather impractical skillset, her rank remains dreadfully low--albeit with Liliane accompanying her the entire time and letting her strengths show, Corinne is allowed to take more advanced jobs.
  • Equipment: The sole piece of adventuring equipment in Corinne's position is her staff--a particularly well-made magical catalyst, made from materials traded with the far east; the stave is made of maple and the gemstones are jadeite. As a result of its specific construction, it is highly resilient to damage--though trying to test it against a magical weapon would probably wear through it in short order--and remarkably good at improving mana efficiency and allowing her to shorten many incantations to a workable length. The downside is that the construction method essentially locked each gem into assisting with a single form of magic--her preferred fire and lightning. If she were to try anything else, the staff is mostly an aiming tool.
  • Skills: Corinne is neither a skilled adventurer nor a mage who spent their entire childhood studying in a mage college; she's essentially getting by on a scant secondary education in the art of spellcasting. That's not to say that she's bad; her mana capacity is high by the standards of magically-inclined races and with sufficient practice would more than make up for her late start. Unfortunately, she focused on three things primarily: firepower, aim, and breadth of options. Corinne has a surprisingly vast list of known fire and lightning spells, but she simply can't cast them quickly or keep going for long, especially without her staff. Her most powerful spell is an explosion that will use all her available mana without fail.
    This imbalance is part of the consideration for allowing her on more dangerous missions when supported; the damage she can do over a long job is more appropriate for a rank 5 or 6 adventurer and almost too dangerous with her lack of practice for low-rank missions.
    Oddly, she actually does have some finesse with magic... when using it entirely to prepare and cook food. This may have been spurred on by Corinne's coming-of-age journey because she otherwise can't cook at all.


  • Name: Liliane de Tiffauges née Magnier
  • Age: 19
  • Gender: Female
  • Race: Hundi
  • Rank: 7 of Swords
  • Appearance: Liliane's boyish looks end at her height, being no taller than Corinne is. Even though she now has access to newer, less oft-repaired and higher quality clothing, Liliane prefers to stick to the same adventuring gear she's always worn, considering the faded wool to be more suited to her than anything that she might otherwise get--not to mention practical and less liable to go to waste when damaged on adventure. Befitting her emphasis on speed over strength, her athletic figure definitely goes for lean rather than muscular.
  • Personality: Proud, honourable, and... really quite a grump. Liliane has quite the habit of taking delays or mistakes poorly, always wanting to finish whatever job is at hand as quickly and efficiently as possible and getting increasingly more exasperated with mistakes or confusion as it goes on, and generally not suffering fools well as a result. This even spills over into relaxing; she tends to like contests of skill and gambling (and finds it amusing how many people think telling the truth means you can't bluff) and becomes quite the sore loser if she has a particularly bad run of luck.
    Liliane is exceptionally protective of friends and family despite her harsh attitude and can even be outright affectionate if there aren't too many people around--she seems to mostly act to not show any weakness to large crowds.
  • Brief Backstory: Liliane isn't one to talk about her father or childhood much--a run of bad decisions earlier in life, a set of hard-to-sell skills, and she spent most of her time engaged in banditry and crime, though not the sort of stealthy burglary that might be something to write home about. She learned a lot, and even more once she was able to wheedle her mother's location from her father and leave. It was her mother that made Liliane polish her fighting and learn how to fight something other than human, or armoured in a way that a brigand would never have taught her about except to run. Then she was sent up to the Adventurer's Guild to put it to use and do some good to make up for her childhood.
    Really, the coming-of-age journey after that was absolutely nothing to note. It was really more of the same for a girl who had grown up travelling around a lot and even more recently adventuring. She finished up and returned to the guild, taking some pride in the way her rank continued to climb. It was then that Liliane hoped that she'd done enough to visit home without being reprimanded again.
    The adventurer was nearly there when she came across something simultaneously expected and unexpected: a younger Hundi on her own journey, desperate to prove her combat ability... but so blatantly unsuited for it that almost anyone could guarantee a win. Uncertain if this was all a very good act--could someone really be so clueless?--Liliane shadowed Corinne for the better part of a week before realising that, unfortunately, it was. If the mage kept looking for a fight, it was only a matter of time before she met someone more unscrupulous and willing to take advantage of her, or someone clueless about their customs and still likely to take advantage of a noble's resources. And she was cute.
    After that, Liliane spent her time doing much the same sort of thing as Corinne--marrying into the more important family, agreeing to help her idiot wife with becoming an adventurer. It's rather aggravating to put honing her own skills fully on hold, but since the alternative would be letting Corinne go into danger unsupervised... well, holding back and doing more of a protective role isn't the worst thing she could be doing.
  • Equipment: Liliane's daggers are alchemically treated to repel both blood and dirt, both failing to adhere to their surfaces and sliding off. The coating, however, bonds well with oils. Why is this important? Because the satchel on her hips (itself a wedding present) is magically expanded and full of vials of oil-based poisons. This includes both more lethal or debilitating poisons--why kill an enemy by massive wounds if a few small cuts will start turning your blood to gel or the like?--and a rather large amount of numbing agents. One small cut leading to a disabled arm is a good way to make taking someone alive easier. It even has a few acids for things that would otherwise be immune to her weapons.
  • Skills: Obviously, daggers are Liliane's weapon of choice, able to swap which hand is being used to attack or defend at a moment's notice--if she was ever not ambidextrous, it's long enough ago that she doesn't remember. Her fighting style is consequently based on dodging, deflecting, and feinting attacks so often that a cautious opponent won't know when to launch an attack and a reckless one will be cut to pieces. Against other people, a generous amount of dirty fighting can be added. Having to protect another person limits her range of motion a lot, but it's normally necessary.
    Outside of combat, Liliane has a very good working knowledge of what plants are safe to eat somehow and which are actually poisonous, as well as camping expertise. Her cooking leaves a lot to be desired; the best you can say is that it's probably not totally burned. Furthermore, as a result of a long childhood spent camping in the wilderness and her own soft side, Liliane is skilled at charming canines--from guard dogs to wild wolves--to her side... if nobody else fights them.
Hidden 5 yrs ago Post by HereComesTheSnow
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HereComesTheSnow dehydration expert

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Name: Tristram Ullr

Age: 22

Gender: Male

Race: Human

Rank: 5 of Coins

Appearance:


Most often clad in earthy hues of brown and green, Tristram aims for the subtle and nondescript— if he can pick off targets at a great distance, there's every possibility someone else can as well— best to not stand out against whatever he's perched upon. His build is robust, with a fair amount of muscle thanks to constant climbing, hiking, and drawing a longbow to full being in his job description. His face is a total mystery, thanks to a penchant for hoods that somehow always find enough shadow to obscure it, but his body language is assured and his voice youthfully brash.

Personality: Tristram Ullr, in spite of the seemingly impenetrable shadows of his ever-present hood, is a man who you can only imagine to wear a smirk. His personal brand of unfiltered and cocksure flippancy is borne of the particular certainty in one's own skill— something five years of surviving within a band of sellswords will do to you. Of course he can make the shot, why even ask? Indeed, while his most dominant confidence is in his eternally growing ability as an archer, it's his background that proves the wellspring from which the rest of his colors sprout. He's ruthlessly opportunistic in and out of battle, calm in the maelstrom of conflict, and always willing to fire back at those who go after him, be it with words or attacks a touch more tangible.

Thank the goddesses he still remembers how to be a professional.

Brief Backstory: Born to a small family within Ithillin, Tristram spent his youth holding a bowstring. His father was a hunter, his father's father was a hunter, and by Goddesses above, he would be a hunter as well— which, at first, agreed with him. He enjoyed the act of archery, the complete focus it required, and the powerful thrum every time he sent an arrow forth. Nothing made the young Ullr boy's day like seeing he'd hit his mark, save hearing the note of pride in his father's voice as he called it. It became clear to both that the boy had a knack for this, and so it was quietly fostered over the years, within the greenery they called home.

After over twelve years, this started to get less entertaining.

By now a young man, Tristram continued to hunt more as a way to keep himself sharp rather than anything else, selling bagged deer, voles, and pheasants in the town nearby. When news that Thaln to the south had broken out into civil war came, so too did the recruitment drive. A mercenary corps rolled through that village and all but swiped such a capable young man up the moment they found him peddling woodland creatures. It proved every bit the change of scenery he had long proclaimed to need, but at the cost of (literally) his face. Shoved into a totally nondescript leather mask and fighting battle after battle in far-off lands, be it the War of the Red Flag or shooting out eyeballs in Velt, this became his new normal for five years, until a well-coordinated attack upon a slaver's fortress in a Veltic ruin caught the eye of the Church of Reon. For their valorous deed (ignore all the pointless fights for a sec), they received an offer to be folded into the militant arm, perhaps even knighted.

Tristram was no wide-eyed dreamer, and had had quite enough regimentation for one lifetime. He instead swung north, far north, only stopping to reunite with his family in Ithillin for a week before continuing on up to Estival, and joining the Adventurer's Guild. Here, he could truly pursue his craft with neither bush nor blood to cloud his vision of the path towards true mastery. He'll go home every so often to check on the folks, make sure they're getting on fine, but otherwise he's not lookin' back.

Equipment: A Longbow of respectable quality, a quiver each of standard arrows and those enchanted with flames, fifty or so feet of rope. Has a small sword and dagger at his side in the case of Really Bad Emergencies and needing to cut something for utility, respectively.

Skills: Whatever his eyes look like, they must be of the greatest acuity. His vision and comfort with the longbow walk hand in hand to produce a natural sniper, specializing in precise arrow placement across distances that most would balk at. Fortunately, he's also quite good at sussing out where his most reliable vantage point would be, and has no complaints about getting to it however he needs to. He was formerly at the very least workmanlike when handling melee weaponry, but has spent no time using them after the mercenary corps disbanded. He would do well to simply survive a close engagement against a trained opponent. Very willing to fight dirty, he's always on the lookout for an advantage he can push to tip a fight onto his and his fellows' side.

Formerly a hunter and fisher like his father before him, Tristram is a good judge of quality game and fish, skilled at procuring and preparing both. He can navigate a forest and bushwhack as well as any in the business, and keeps an almost obsessive, meticulous track of his personal funds.

Hidden 5 yrs ago 5 yrs ago Post by Caasicam
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Caasicam made mostly of bees

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Name
Cassia van Zyl

Age
23

Gender
Female

Race
Half-elf

Rank
5 of Swords

Appearance
A vibrant young woman of athletic build, if not particularly large stature. She stands just under a meter-seventy, with a relaxed posture and bright countenance.

Cassia

Personality
Fiery, with an energetic disposition that ranges from a general intensity of character to near self-destructive hotheadedness. An innately competitive spirit mixed with a stubborn, steadfast resolve. One who takes pride in her work and appreciates the work of others. While loyal to those she considers friends, she tends to have difficulty accepting assistance, an area where she is trying to curtail her overindependance.

Brief Backstory
The single child of a small working class family, growing up in a small town to the southeast of the capital of Estival. Small is no misnomer, being just her father and herself for the majority of her upbringing. While not a lavish life in any sense of the word, it was rich in a way that gold couldn't buy. Her father, a mercenary in long since past life, now spending his time as the village smith, instilled in his daughter an appreciation for honest work and the value of that which was earned by blood and sweat. That which they did not have they made themselves. That which was not needed was given to those in need. While it was not a comfortable life, it was a happy one. During her childhood she assisted her father around the forge when needed, or spent her time with the rest of the children in the village.

In her teens she showed an aptitude for magic, and unwilling to squander an opportunity such as this, her interest in the art was encouraged by her father. While no formal school existed for her to learn to utilize her inner ability, she found instruction from an old retired mage who lived in their village. The mage spent as much of as his time spinning tales of adventure and the wonders of the capital city as much as he attempted to teach the headstrong teenager.

However it became apparent that quiet town life was not for her. Cassia longed for something greater, something more.

This yearning for adventure lead her to Venne, and the aptly Adventurer's Guild itself.

Equipment
Cassia's prized possessions she keeps by her side at all times. The first of which being a sturdy roundshield. Reinforced with bands of iron and inlaid with a stylized rose pattern, it makes for an excellent defensive and offensive weapon. The heavy build allowing it to serve just as well as a blunt striking instrument.

In concert with this she wields an equally tough shortsword. The weapon was a holdover from her father's old profession, and given her smaller frame, handles more akin to a hand and a half than the fallback weapon that it had been in a previous time. With a wide, tapering blade it is heavy enough to empart great force onto cuts while still retaining the nimbleness needed to thrust single-handed.

She does own a few assorted pieces of plate armor, though generally prefers to not wear a full set, as much for the cost as the reduction in mobility.

Naturally, she will carry whatever else may be needed on a job from the Guild as needed.

Skills
A competent craftswoman, having picked more up than a few talents in coaxing metal into a desired shape under the tutelage of her father. A skill which has come in handy more than once for repairing and maintaining her own equipment should the need arise.

Which comes up more often than not, given her propensity for combat. A capable fighter, what Cassia lacks in elegance and finesse she more than makes up for in raw pressure and athleticism. Cassia leverages a kinetic, smothering style of combat to impose a presence in battle that far outstrips her apparent size.

This is, of course, with the aid of what magic she can bring to bear. While possessing an fairly substantial inner gift of mana, her training with properly utilizing it has been subpar at best; she is certainly no mage and won't go tossing around the elements of nature at will. As such, the majority of the outward expression of her ability is simple at best: fortifying her weapons and body, warding allies from harm, or lashing out with crude slashes of energy.

Absolutely terrible with money, coin having the unfortunate property of burning holes through pockets while in her possession.
Hidden 5 yrs ago 5 yrs ago Post by Heartfillia
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Heartfillia

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Finn Edward Reinheart

20

Male

Human/elf

6 of Sword

He stands at a simple 5'4 despite having a tall human father and equally tall woodland elf mother didn't seem to to pass on to him. He has an olive skin tone with emerald green eyes, broad shoulders, muscular arms and athletic body.

Finn is a highly determined young man who is hard working and highly excitable. Seeing each new thing in his way as a challenge he must overcome. Be it finding someone faster than him, or someone who can eat more than him. admittedly he can be an idiot at times, while trying to look cool for the ladies.

He believes greatly in defending those who are in need, even if he has to stand alone. He doesn't care for money but for the experience in life and becoming stronger himself.

Born as the oldest of 4 to a pair of adventurers who were partners when they traveled. He was born prematurely and was not expected to live. By a miracle though he did survive and grew up in an elven forest city in Estival. Finn was always on the smaller side, despite his taller parents and younger siblings. Often being picked on by the other children of the city for being so small and not being able to shoot a bow at all. Often getting in fights because of this.

His father, started to teach him how to fight to defend himself. He was an expert in hand to hand fighting during his adventuring years. Finn worked as hard as he could, turning every chore he was given into some sort of training. even asking his parents to give him more things to do. When he grew stronger with all the physical work, he was finally strong enough to actually shoot a bow. Often breaking the smaller bows that children his age practice with.

Finn enjoyed fighting with his hands. Yet he also fell in love with shooting a bow. With his parents giving him a new bow which was much thicker, and specially built with a steel core. He started to use it as a makeshift quarterstaff. Blending his two favorite things together and creating an interesting fighting style. with his martial arts and quick reflexes, he could fight close to an opponent and even fire off shots in rapid pace.

when he turned 16 he decided to travel and join the adventurer guild like his parents. It was time to go see the world and become even stronger. Even more importantly to save all those beautiful ladies out there!



-His custom made steel core bow, encased with a harder but bendable wood to protect it from being chipped away by blades.
-Quiver of arrows on his hip
-Leather bracers


-Strong and athletic body from years of training hard. He is very active and trained with his martial arts to be agile. Living in a forest greatly helped him with climbing around and do so quickly building up his muscles and Stamina even more.. Along with physical chores that he asked to do, he is pretty handy with helping around a village. He seems to have a limitless source of stamina.

-Bow martial arts- because his bow has a steel core and hardwood, its strong enough to deflect weapons and not get bent out of shape(Or chopped in half) He uses it in combat as one handed quarter staff. (little bit more elegant than a club). Because of the steel core, as well as his highly developed muscles. The arrow can fire at a faster rate and penetrate the target more than a normal archer. He can be accurate with a longer shot with a bit more time but anything that is within 70 meters, he is highly accurate even on the move. downside to this style? He doesn't understand the meaning of sneaking in a battle. He 100 percent a fighter.

Even With out his bow he is an excellent martial artist.

Hidden 5 yrs ago Post by Rune_Alchemist
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Rune_Alchemist Absolute Depravity

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Krayzikk The Snark Knight

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Hidden 5 yrs ago Post by VitaVitaAR
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  • Name: Sophie Velmet
  • Age: 18
  • Gender: Female
  • Race: Human
  • Rank: Five of Swords
  • Appearance: Sophie has pale skin, purple eyes, and pale purple hair. She is exceptionally short.
  • Personality: Sophie is a highly competitive girl who is determined to be one of the best adventurers in the guild. Her aggressive personality makes this fact quite evident, and she is extremely driven to take any jobs she possibly can. She has a habit of viewing other adventurers(outside of anyone in her party, at least) as direct competition for her pursuit of the title of title of Top Sword in the Guild. She is quite prideful, bordering on arrogant, but she isn't without a more playful side as well. Sophie is fond of games(but is also extremely competitive in them, determined to win no matter what) and does seem to view exploration and adventure as something fun. But at the same time, she takes fighting very seriously, her competitive and aggressive nature pushing her forward in incredibly dangerous situations. While Sophie is quite prideful, she still values hard work and dedication, believing it is the exact path towards the goal she desires. She can be somewhat dismissive and sarcastic towards others, especially if they are being stupid, but in spite of her aggressive and goal-driven attitude she does care about helping innocent people and protecting her allies. Sophie hates being treated as younger then she actually is, which is troublesome when she's so short and youthful. She also has a jealous streak, especially when it comes to anyone who is more mature looking then she is.
  • Brief Backstory: Sophie was born into the Velmet family, a minor noble family living in Venne. When she was little, she became fascinated with the stories of adventurers, and already aspired to be like them even before a major event changed her life. When she was only eight years old, she was suddenly taken by raiding band of goblins while visiting a relative's estate far outside of the city. But before they could take her back to their hole, the goblins were slain by a team of adventurers. This sealed it, not only did Sophie wish to become an adventurer, she wanted to become one of the best. Now that she's older, she's embarrassed about the childish approach she once had... but she's become incredibly competitive, using her wealth to purchase high-quality gear and gain training that would allow her to function as a fighter fit to join the guild. Sophie has no intention of giving up on her dream of becoming one of the top Swords in the guild.
  • Equipment: Sophie wields an expensive, well-balanced double-headed greataxe. Forged of dwarven alloy, it is quite light in spite of its size, but very sharp. However, it is almost entirely mundane beyond these features. Sophie wears set of relatively light armor, mostly focused on protecting her torso and hands while allowing for swift movement. Finally, she carries with her a set of one-use enchant items. By breaking them, she can apply a very brief, relatively weak enhancement charm to herself. They resemble cylindrical rods, easily broken with her bare hands. The enhancements they apply include Windsprinter, which greatly enhances Sophie's speed, Greater Impact, which allows Sophie to strike much harder then she otherwise would be able to, and Enhance Armor, which lets her enhance her armor for a single blow. These charms are no-where near as strong as a spell applied by a mage, but they can be used on the fly, very quickly. Of course, she has to buy replacements whenever she uses one. Sophie also has a dagger, a relatively mundane, if well-crafted, last resort in case she is unable to use her axe.
  • Skills: Sophie is a remarkably skilled fighter, mostly when it comes to utilizing her axe. Her fighting style utilizes her own small size and the swings of the axe to move herself across the battlefield, allowing her to attack with the full weight of her body. She has some rudimentary first aid skills, not sufficient for a healer of any sort, however, and has a decent knowledge of Estival's flora and fauna. She cannot be called an expert, and magical knowledge largely escapes her, but she is decent enough.
Hidden 5 yrs ago Post by Crimson Paladin
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Crimson Paladin "Progressive" Techpriest

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Hidden 5 yrs ago Post by The Red Seelie
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The Red Seelie Eliminate the Impossible / What remains is Truth

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Death is just the next big adventure!



Name: Mellifleur Lily Alexandria
Age: 19
Gender: Female
Race: Human
Rank: 6 of cups
Appearance: Her appearance in regards to her clothing is incredibly asymmetrical. Stockings of varying lengths, Gold bands on one side, absent on the earth. Gems of various size or cut. Different Material texture. If she wears a belt it is always at an angle. She wears shorts under all her long cut dresses.
Personality:
At first note Mellifleur gives off the aura of a very normal girl. That is to say she does not act in anyway one would regard as strange. She wakes up, she does her daily duties dutifully, she eats with the rest of the guild and she sleeps soundly at the same time each day. She even parties with anyone that needs her aid on the clause she can bring her silent armoured companion.

However if one were to pay more attention, They'd notice a bit of peculiarity about herself. She goes out of her way to visit any cemetery she might come across. Usually with a full bouquet of flowers. For this links to another important tenet of herself. She holds the dead in the highest regard and as such she responds with blatant anger towards those that treat the dead as nothing more then means to an end.

As a result of this tenet she takes a particular interest towards the sentient undead finding each one to be likely be a repertoire of the most fascinating of tales. For they have likely lived longer then anyone else!

However it must be stressed that just because she holds the dead in the highest regard she isn't just going to let anyone die in her presence. In fact she will paradoxically work against death as much as possible to keep someone alive. As her inaction would rob someone of their proper time to die and thus disgrace their death. A strange ideology to be sure but one that she adheres to.

In regards to her own companion and her friends in general, she will work extra hard for them. Even though she is from a noble house. She will not complain about how manual a labour may seem. In fact it is not uncommon for one to see her tirelessly cleaning and polishing the armour of her companion. She also Highly dislikes those that discriminate against a person for company they keep.

Backstory:
Born the daughter of a Merchant and a Magician of the sect of Rennah. She could of lived a completely uneventful life, save for the fact that at age six. she was already the centre of a vortex of weird. Said vortex being the fact that the imaginary friends she had frequently talked to turned out to not be as imaginary as she first thought, given the fact that when she was communing with a bunch of them. Her mother walked in.

Well. That was the fastest way for her Mother to take her directly to the minor sect of Rennah, and well the rest is more or less history. She took well to her studies. Learning that she had a particular flare for magic of the dead sort. That is to say. She only really showed particular flare for necromancy. In fact her casting of other spells left much to be desired.

At some point a year prior, perhaps as a result of a particular encounter that caused her to pick up her companion. She would set her eyes on a much more risky lifestyle. The lifestyle of a Adventurer. Indeed this is what lead to her turning up one day and never having left since.

Equipment:
A stuffed animal toy with shoddy stitching keeping it together as a result of its frequent wear and tear.
Skills:
Necromancy, Yes the act of raising the dead. Something she has shown a great prodigal flair for, in fact her skills with the art are alarming. Interacting with and manipulating facets of the dead comes as naturally to her as walking. However she has been lectured since her youth on the rights and wrongs of the art. She is not the type to raise the dead willy-nilly, or use her potent ability to spread blight and rot. In fact she is a very reserved type of necromancer that through the art of spirit communion will ask the dead for consent first or resort to dead animals instead as she holds the dead in incredibly high regards. Case in point in her companion, A skeleton of which she pours much of her power into, elevating it well above the status of a mere lackey.

She is also well versed in using Necromancy as a healing aid, Able to keep a body/organ functioning well past its natural point of death, able to offset organ failure by up to a full day, and total system failure by an hour.

Necromancy is not a common art, and finding trained non-heretical practitioners in it is highly difficult. However as a member of the sect of the goddess Rennah, the stance on necromancy is lax only in the circumstance that the bodies given are done so willingly.
Companions:

Hidden 5 yrs ago 5 yrs ago Post by Vec
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Vec Liquid Intelligence

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Hidden 5 yrs ago 5 yrs ago Post by ghastlyInc
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Hidden 5 yrs ago Post by Lunarlord34
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Age: 19

Gender: Female

Race: Human

Rank: 6 of Sword

Appearance:
Maribel is a somewhat taller woman, standing at 6 feet, weighing about 170lbs, with a slim but strong build. She has silky red hair that she keeps loose and has light, brown eyes that elude a kind of innocent naivete. She looks to keep her appearance immaculate, sometimes spending hours just polishing her armor. Her casual attire consists of light, flowing dresses or tunics.

Personality:
Maribel is a devout follower of the goddess Mayon, swearing an oath to protect the weak from those that wish to bring them harm and bring said dark beings to justice. As such she is a kind and gentle individual, innocent in her world views that besides those that obviously display evil behavior, that all around her also follow her frame of mind in wishing to protect and serve. She is also quite naive, often believing the words of strangers as truth.

She has a strong sense of justice and a large protective streak, unhesitant in her efforts to keep others safe even at the cost of her own well-being, such as putting herself between others to stop anything that may be trying to bring them harm. She has a more defensive, support based mindset when in battle, looking to buff or protect her allies, doing minimal fighting unless she is desperately required.

Brief Backstory:
Maribel basically never knew her parents, though she knows they were adventurers who perished on a quest while she was barely a toddler, so she was taken in by the church. At first, she was raised to be a servant to the church, a sister or a nun of sorts that would devote herself to the churches of Reon and Mayon. However, when she started to exhibit a strong will to protect others, often protecting other children from larger bullies even if she came back battered, bruised and bloodied, it was decided she needed to be taught to protect herself, and eventually, when she was old enough she was inducted into the Paladin training regime to best utilize her talents.

While the Paladin training was difficult, her desire to serve Mayon as best she could would keep the girl going no matter how much her body would ache after the strict and intense training sessions, no matter how many times she was hit by wooden weapons, the burning in her arms and legs as she built up strength. It was all worth it when she reached the stage of training that she is at now; practical experience. It allowed the Paladins who had gotten this far into their training to experience the real world, their first taste at what they would be getting themselves into. It would also teach her how to work with adventurers and others in general outside of her order, a valuable experience for a situation that was sure to occur in the future. So with a letter of recommendation, she signed up to the guild of Estival.

Equipment:
A sword, mace, armour and shield given to her by the church.

Clothing and provisions as one might expect a young adventurer to carry, though of note for clothing is some ceremonial outfits or more fancy ball type outfits.

Skills:
Weapon training: As a Paladin in training, she has been training with swords and maces to best utilize her shield.

Divine Magic: While her mana fuels her magic, her magic was a blessing giving to her by the priests of Mayon, a wonderful holy magic to allow her to protect and serve in the goddess's name. Using this, she manipulates water, is given some healing abilities and other related abilities.

She also has an education in a few fields, mostly the history of the church/country and the like, but also basics like maths and reading/writing.
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Hidden 5 yrs ago Post by Rin
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  • Name: Signy Ironblood
  • Age: 26
  • Gender: Female
  • Race: Ingvarr
  • Rank: Five of Swords
  • Appearance: "Wolf Father, give me strength."
  • Personality: A proud warrior of the Ironblood clan of Ingvarr, who is supremely confident in her combat prowess and ability to survive the harshest conditions. Usually rather stoic and expressionless, Signy reserves her emotions for two occassions. The first is, naturally, whilst in battle; it is rather jarring for some to see her become a mad berserker, tearing apart enemies like a wild animal and spilling blood in the name of the Wolf Father. The second is after the battle is done, whilst celebrating over copious amounts of mead and ale; she is in fact quite the boisterous reveler once she's drunk, fond of loud chanting and singing as she praises both her faithful allies and fallen enemies. Another way to briefly break her from her usual stoic act is to mention her horns; Signy is rather sensitive about how small and "pathetic" her horns are, and at the very least will pout and become rather despondent if they are pointed out. And whilst she'll try not to show it too much, Signy has a weakness for cute things that is rather unbecoming of a proud warrior like herself.
  • Brief Backstory: Living up to a heroic legacy isn't easy, especially when you're part of a culture that prides itself in its martial prowess and aptitude for survival in the harshest conditions and against the most vicious of foes. Signy's grandfather, Ragnar Orcdoom, is a legend amongst the Ingvarr for not only protecting his lands from orcish raids but for causing all but the most brave and foolhardy to steer clear of the Ingvarr lands altogether, becoming something of a bogeyman amongst the green horde. As Signy herself puts it, "There aren't many orcs in my homeland. My grandfather's name was not an exaggeration." And despite his vaunted, legendary status and despite her pathetic, stunted horns, Ragnar always treated Signy kindly, as though she was his most beloved grandchild. Signy in turn idolized her grandfather, and when he passed his axe onto her on his deathbed she was filled with determination to prove herself worthy of both his legacy and the honour of wielding his weapon. Still, no matter how much she trained and how many vicious beasts and deadly enemies she slayed, she could never shake off her feelings of inadequacy, that compared to Ragnar she was nothing more than a pathetic weakling with stunted horns. She still needed to prove herself, and with that in mind once she turned twenty years of age she bid her people farewell to pursue a career as a mercenary down south, hoping to return with tales of legendary exploits fitting for a descendant of Ragnar Orcdoom.
  • Equipment: Signy wields the mighty battleaxe Slayer, an ancestral relic once wielded by her grandfather Ragnar Orcdoom. Despite not being inherently magical, the amount of orc blood it has shed causes a sense of almost supernatural fear in any orcs who gaze upon it. In addition, she also carries a non-descript but functional dagger, and wears a suit of mail armour with a breastplate for additional protection.
  • Skills: Subtlety isn't exactly part of Signy's fighting style; rather, her ability to viciously kill just about anything with her axe is both remarkably unsubtle and self-evident. In battle she is like a whirlwind of death, hacking apart any foe who dares come near her. Even worse for her enemies, if pushed into a corner Signy has trained herself to be able to enter a berserk state, where she seemingly feels no pain and fights with the strength that surpasses what she is usually capable of. However, she is only willing to utilize this state if there is no other option, as after she calms down any injuries she sustained will catch up to her; not only this but her seemingly enhanced strength is merely her shutting down the mental blocks that normally prevent people from overexerting themselves and thus no matter what she will be drained and exhausted at the very least afterwards. Due to the harsh territory she hails from, Signy is naturally well trained in the arts of survivalism, hunting and tracking.
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