Dark stirrings of a nameless foe whisper within the darkness of the Blackwood. The forest pays little heed, as that is but one of many horrors that lurks among the trees and pathways long forgotten. The Barons in the north battle for supremacy as the undead rise, and Dragons prowl ever more restlessly in their lairs. Are you a merchant seeking to ply your goods in the walled towns and the rare city you might find, or are you a warrior seeking payment for their blade. A mage perhaps in search for ever more power...or are you simply on the run and know that no pursuit would knowingly follow you into the deeps of the Blackwood.
Welcome friends, and well met! I apologize for taking so long to create the OOC, but it's taken a lot of information and planning to make a game that I'm hoping is my most elaborate one yet!
GM Guidelines
The Blackwood will be extremely open world for the players. You make the decisions, you take the risks, you set the goals. My role is to respond with the world and give voices to the NPC's and foes around you.
This means you are to ask me anything and everything in the OOC concerning what you want to do or if you need any more information, unless you want to keep it from your fellow crew mates then by all means DM me. The OOC is essentially where you ask me something out of character for clarification or before you make a decision.
Usually the answer will be 'yes' but if you're not sure you can roll, ask me in the OOC as well. If I am not immediately available, you can make your post and roll later when I get online, and we can add it to your post.
I expect everyone to make 'advanced' posts. Meaning 3+ paragraphs, with good grammar.
In your posts, you will make any regular RP post, and if you are to roll you put the dice you've used (usually a d8) and the result in a single hider below. You title the hider with what kind of roll you've made.
Do not post a character in the character thread until I give the ok.
There will be 3 applicants. Accepted, those put on the backburner, and rejections. I will let you know which you are.
If you don't have any dice, there's plenty of online resources so don't worry.
The reason this RP is +18 is because I'm a fan of Grimdark settings, so violence and cussing will be around. If a sex scenes comes up with anyone, you either fade to black or put it in DM's. Thank you.
First and foremost, this is a narrative roleplay. Rolls will not be common. In fact I'll be doing far more rolls than any of you, behind the scenes. Most of your rolls you will make, save for combat or stunts, will be by your own choice. Your Stats affect both your rolls, and your Class. Yes, you do not have a class yet. Because based on your stats, you will be given a unique class by me. No one will begin with a class, however. It will be decided based on your choices and paths in this roleplay.
Let's begin with stats and points. You start with nineteen points that you can freely spend. You have 6 main stats, a Magic stat, and a plethora of advanced stats. Your 6 main stats are combat, intelligence, charisma, faculties, health, and agility. Pay close attention here... In order to be proficient in any of these stats, you need to 'unlock' them with a single point, and you can only use one point. After you 'unlock' a main stat, then you can begin putting your points in the advanced stats. For instances, you cannot put three points into Charisma. You put one point in Charisma to be considered proficient in it, then you can put two points in charm and three in leadership. However, at the beginning of the roleplay, there is a three point limit. You can't put four points in leadership yet.
I highly advise you become proficient with all six main stats with your initial six points. Because if you aren't proficient in all of your basic stats, it will effect your character. For example, if you don't use a point to be proficient in your combat stat, then you will be actively bad at combat. You'll have trouble holding a weapon, you'll not be able to fight someone your size unless they are particularly weak, and you'll be fairly helpless in even most mundane combat situations. If you want to be able to hold your shield up to protect your vital organs, or you want to be able to stab with your spear effectively, or you want to hit the broad side of a barn with your bow, you need to put that one point in combat. Same goes for the others. If you don't put that one point in health, your character will be weak and sickly, prone to catching disease.
Your outlier main stat is mysticism. It's not like the others, as you need to use three points in order to unlock it and become proficient. If you wish to be proficient in magic, let me know after you fill in the three points and I will DM you.
Now onto your rolls. You will always use a D8 to make your roll unless I state otherwise. Every point you have in an advanced stat, you will add to your roll. Which means, if your character is wielding a sword and shield, and you have two points in sword and shield, and you need to use it for a combat roll, then you will roll a 1d8+2.
Now, rolls are not all important, and you need to roleplay in order for them to help anyway. Say, you want to persuade someone of something, and there's no reason for them to distrust you and you give them indisputable or at least sound logic. There won't be a need to make a diplomacy or charm roll. It's only when you're doing something risky or difficult that you'll be required to.
Contrasting that, if you make a diplomacy roll and you just blabber random words, I don't care if you made a crit, it will not work. You need to write well and roleplay convincingly in order for it to work.
Concerning Combat:
If you're proficient in combat, then pay attention. There are some creatures or beings you won't be able to fight even if you meet them, unless a miracle occurs. Dark Lords, Greater Demons, fully grown Dragons, etc. On the flip side, if you're a 6'4 Thaegar armed to the teeth and you find an unarmed Goblin, you won't need to roll. You can just squish it. However most, if not all of your combat will be on equal terms.
If you are proficient in combat and you fight a single orc, the roll effects will be as follows.
1-2: You will not harm the enemy and you will be moderately wounded.
3-4: You will not harm the enemy and be lightly wounded, or you will lightly wound the enemy and be moderately wounded yourself. Your choice.
5-6: You will moderately wound your enemy and not get wounded yourself, or you will heavily wound the enemy and be lightly wounded yourself.
7-8: You will heavily wound the enemy and not be wounded, or you will kill the enemy and be lightly wounded.
9+: You will kill the enemy without taking a hit, or kill the enemy and lightly wound another, while taking a light wound.
Etc. It's pretty simple, right?
Concerning Stats
Combat
One handed Sword:
You are proficient using a one handed sword: Arming Sword, Cutlass, Saber, Backsword, Sidesword, etc.
One Handed Blunt Weapon:
You are proficient using a blunt weapon in one hand: Maces, hammers, clubs, etc.
One Handed Cleaving Weapon:
You are proficient using a cleaving weapon in one hand: Hand axes, broad bladed axes, falchions, etc.
Two Handed Sword:
You are proficient using a sword that requires two hands to wield: Two Handed Swords, Gross/Kriegmessers, Greatswords, Katanas, Zweihander, etc.
Two Handed Blunt Weapon:
You are proficient using a two handed blunt weapon: Warhammers, Large maces, etc.
Two Handed Cleaving Weapon:
You are proficient using a two handed cleaving weapon: Battle axes, Great Axes, War-Scythes, Gross/Kriegmessers, etc.
Polearms:
You are proficient using a polearm: Spear, Poleaxe, Halberd, Bardiche, etc.
Polearm with Shield:
You are proficient using a polearm with a shield: Short Spear, Bill, etc.
Sword and Shield:
You are proficient using a sword and shield.
Blunt and Shield:
You are proficient using a blunt weapon and shield.
Cleave and Shield:
You are proficient using a cleaving weapon and shield.
Dual Wielding:
You are proficient dual wielding one handed weapons.
Daggers:
You are proficient in using smaller blades: Long Knives, Daggers, Basilards, Short Swords, etc.
Archery:
You are proficient using bows.
Crossbow:
You are proficient using crossbows.
Throwing Weapons:
You are proficient using throwing weapons: Throwing Daggers, Throwing Axes, Javelins, etc.
Unarmed:
You are proficient in unarmed combat.
Exotic Weaponry:
You are proficient using exotic weaponry: Whips, Katars, Chakrams, etc.
Intelligence
Appraisal:
The ability to deduce the price of an object or good.
Literacy:
You are able to read and write.
History:
You're learned in history.
Math:
You're learned in math.
Alchemy:
You're learned in Alchemy.
Culture:
You're knowledgeable on customs and class distinctions in an area.
Bestiary:
You're well informed on zoology and various beasts.
Religion:
You're learned in your chosen deity.
Legendry:
Myths and Ancient Lore are a passion of yours.
Botany:
You've a green thumb and the knowledge to back it up.
Geography:
You're learned in geography.
Craft:
You're proficient in a craft.
Linguistics:
You're fluent in a new language per point.
Engineering:
You're proficient in Engineering.
Charisma
Diplomacy:
You've a knack for brokering peaces, making business transactions, and making agreements.
Leadership
You can lead others in battle and actions.
Charm:
People tend to like you. This also helps with flirting.
Seduction:
Self explanatory. More forward and explicit than charm.
Disguise:
Exactly what it says on the tin.
Singing:
You're practiced in Singing.
Dancing:
You're practiced in Dancing.
Musical Instrument:
You're practiced in a Musical Instrument.
Deception:
Lying and acting comes easier to you than most people.
Voice:
You're good with accents.
Mongering:
You know how to start conflicts.
Health
Strength:
Yep
Fortitude:
How well you can handle poisons, alcohol, or deadly concoctions.
Toughness:
How difficult it is to wound you, and how much punishment you can take.
Stamina:
How long you can last doing an extensive physical activity.
Rejuvenation:
How long it takes you to heal post-combat.
Cold Resistance:
Yep.
Heat Resistance:
Yep.
Eyesight:
Yep.
Hearing:
Yep.
Taster:
Yep.
Scent:
Yep.
Touch:
Uh huh.
Faculties
Sanity:
How long you keep your sanity in insane situations and effects.
Perception:
You base sense of your surroundings.
Intuition:
Your base common sense.
Concentration:
Yep. Spellcasters, crafters, and even combat people can benefit.
Tamer:
How well you handle or train an animal.
Tracking:
Spotting wilderness tracks.
Resolve:
Your ability to get back up after being knocked down.
Willpower:
Your ability to keep yourself from making a decision based on negative effects, like insanity or enchantments.
Woodcraft:
Your ability and knowledge on making camp and surviving in harsh situations.
Agility
Run:
Your running speed.
Jump:
How high/far you can jump.
Stealth:
Sneaky sneak
Pick Pocket:
Yep
Lockpick:
Yep. You will need a lockpick or similar item, however.
Balance:
How well you can balance or land.
Outdoor Climbing:
Your ability to rock or tree climb.
Urban Climbing:
Your ability to climb buildings.
Swimming:
Your ability to swim.
Ride:
Your ability to ride an animal, usually a horse.
Playable Peoples
Elves
Elves have a long and storied history, their lineage connecting both to the world of Faerie and the Heavens themselves. Elves live around 400 to 500 years old, and they remain youthful through much of their life. Males only grow beards after 450 years. There are six subraces, but only three are available to you.
High Elves:
Also known as the Silvari, or Silver Elves. They are skilled in both magic and warfare. Prized craftsmen, musicians, and sailors. Silver Elves tend to wear more armor than other Elves, though it's still usually light weight. They are skilled in the spear, sword, and longbow much like their Wood Elf cousins. They generally believe their civilization is the pinnacle of achievement, and in some instances they are not entirely wrong. Namely, High Elves tend to be the tallest Elves, close to human height. Name examples include (Male) Gilandon and Armangil (Female) Vanya and Meldamiriel.
Wood Elves:
Also known as the Wydari, Wood Elves are tireless combatants and fierce foes. At their heart, they're a civilization of compassion, particularly for the natural world and woodland beats, which is why they are so feircely protective. While they don't tend to live in vast urban cities or contemporary towns, they are no strangers to magic, literature, or music. They're known for their archery, as you might imagine. Wood Elves are slightly shorter than Silver Elves, but slightly thicker limbed. Name examples include (Male) Calanon and Thanduin (Female) Rhavaniel and Verya.
Dark Elves:
Known by various names. Dwarves and most men call them 'Dorcha,' while the men of Thaegar and Norgard call them 'Myrkalfs' or 'Mylkafar,' as their fellows Elves dub them as 'Dwindels.' All know them as Dark Elves. They are cunning, malicious, and dangerous. Their society is theocratic and matriarchal. These Elves worship snakes and spiders, and they enjoy the taste of blood. They tend to live far underground or in desolate, isolated settlements in the far east. Name examples include (Male) Brorl and Danin (Female) Barsinte and Vereesa.
Men
Thaegars:
Famed monster-slayers and mercenaries, Thaegars are rightly feared. They're honorable to a fault, known for being fatalistic yet stubborn in nature. They don't wish for death, but dying in combat is something they never fear. Thaegars considered Oak Trees and Cairns sacred. Thaegars speak Northern and Drimgoth, their native tongue. They hail from the Kingdom Thaegoradrim. Name examples include (Male) Beowulf and Cuthbert (Female) Audra and Ethel.
Norgardians:
Close cousins to the Thaegars, the men of Norgard have much the same outlook on life. They're less of a stickler about honor, however. They are likely the best sailors and raiders of mankind, or at least on par with a few others. Norgardians favor the axe and shield or the sword and shield. Their Gods tend not to give divine powers to their followers, but they will reward them with gifts. Norgardians speak Northern and Grim Northern. Name examples include (Male) Ulfric and Harold (Female) Brunhilde and Freyja.
Andred:
The Kingdom of Andred is likely the most powerful human nation west of the Sundered Sea. Though its power waned as all other nations did the last few centuries, it still holds technical authority over various provinces on Torek, including the Blackwood itself. Andredians are hard working, known for their militias, Knightly Orders, and adherence to their Triarchy of Gods. If you picture the classical castle or the noble late medieval king, you're thinking of Andred. Their heavy cavalry is likely the most dangerous in the north, and many a hero has risen from Andred's bosom. Their native language dominates the north, hence the name 'Northern,' though some know it as 'Andredian.' Name examples include (Male) Alden and John (Female) Lauren and Christine.
Dre Costa:
The citizens of this coastal nation are highly religious and ambitious in their trade. They tend to rent out their ships and armies as mercenaries when not in conflict themselves. Dre Costans venerate Dragons, putting many Dragon insignia's on their clothing or buildings, though most Dragons (save for a few notable examples) tend to pay as much attention to them as they do other humans. Dre Costans are notable sailors, businessmen, explorers, and colonizers. The tend to have olive skin and dark features. They speak Dre Costan, though some speak Northern. Name examples include (Male) Alatriste and Bolivar (Female) Dalia and Franscesca.
Vrettonians:
If Andred has a rival in any given category, it is Vrettonia nine times out of ten. Vrettonians are known for their knights, their opulence, wealth, and magic. Though still a highly religious and fuedal society, fifty years ago their Kingdom was destabilized in a coup and became a Magocracy, reducing the power of the church and the High Dukes, not to mention the eradication of the royal family. It has done little to change Vrettonian way of life or its foreign policy, however. Vrettonians speak in a flowery language, duel one another quite often, and are avid poets. The predominate hair color in the nation is blonde and brown. Vrettonian is obviously their chief language, though many speak Northern. Name examples include (Male) Louis and Mael (Female) Irene and Jacqueline.
Praelians:
Praelior is an arid land of mountains and shrubs, with little in the way of farming save for vineyards, olive trees, and cattle farming. Visiting the country, you can scarcely believe it is the home of the 'High Men' who once ruled the largest human Empire in history. Praelians are a tall people, with bronzed or coppery skin and dark features. They live in a loose confederation of city-states. Praelians also loosely follow a rule of conduct called the 'Armadium,' which dictates the roles of society, calling for citizens to strive to perfection in all they try to achieve. Praelians are known artists, poets, and they are skilled in the sword and shield along with the spear. Praelians also tend to live slightly longer than normal men, averaging 120 years of age, maintaining their youth into their fifties. They speak Praelian and Northern. Name examples include (Male) Brasidas and Askanios (Female) Barsine and Ithaca.
Izyrians:
The Izyrian Shahanate is the first step onto the eastern continent, making its home on the coast of the Sea of Swords. Izyria is much like Praelior, in that it's a collection of city states working together due to a common ancestry and culture. Izyrians are closely related to the Ra'sheeks, though slightly lighter of skin and less prone to opulence, though that is not a high bar. Izyrians are good traders and sea farers, and those that don't live within the city states are rough, mountain folk. They speak Aradian, though some many Northern or the tongues of those they trade with. Name examples include (Male) Ashur and Tammuz (Female) Mahtab and Samira.
Ra'sheeks:
Citizens of the great Sultanates live in vast cities next to the few water sources they can find just south of the Corsair Strait. Ra'sheeks skin tone range from caramel to brown, often wearing light or brightly colored clothing. They respect wealth as it denotes status, and magic as it denotes power. Living in a barren desert teeming with horrors and dark gods encased in caverns, along with brutal laws against the impoverished give the society and very cutthroat, dangerous feel to it. You might say it's a society of extremes in many ways, though many also make a peaceful living as farmers, sailors, or craftsmen when they find suitable spots for it. Ra'sheeks are notable magicians, thieves, alchemists, and sailors. Their society is deeply religious, worshiping two unique gods. Hayashim, God of the Sun, and Sarika Goddess of Moon and Bringer of Water. They speak Aradian, though some speak Northern. Name examples include (Male) Bahram and Amal (Female) Rahajashra and Fabrija
Di'janni:
Descendents of the Ra'sheeks and Izyrians, Di'janni are exiles from the Arad'Luin desert, living in the north as wanderers and small bands. It is said they have a Djinn blood running through their veins, and their penchant for magic and mischief give credence to the theory. Despite being seen as pariahs and thieves, and some live up to that image, they're also known for being kind-hearted to fellow outcasts and the downtrodden. They're talented performers and weavers, and those that somehow attain great wealth still enjoy traveling. Di'janni speak a language of the same name (very similar to Aradian), and Northern. Name examples include (Male) Dacian and Viorel (Female) Gabriella and Ruxundra.
Banians:
Banians are much like the land they call home; cold and rugged. Banians are heavy drinkers, fell warriors, and famous trappers of beasts. They're often on the receiving end of Norgardian raids on what little coastline they have in the far north. Most people live under the protection of a boyar (baron) among pine forests or rolling hills that lie under snow much of the year. They work together to survive the harsh climate, though Banians in their Capital city are far less cooperative due to their comfort, with duels and scheming not an uncommon sight. Banians have the distinction of being attacked the most by Vampires and Werewolves, and their forests are known to be haunted. Men tend to have dark brown hair and hearty beards, and women's hair tends to be jet black and naturally straight. Banians speak a coarse language of the same name, but also Northern. They are an oddity, as the Banian people are the only nation to be under the rule of a non-human: Queen Isabella, the Silver Elf. Name examples include (Male) Boris and Grigori (Female) Magdalena and Ivanka.
Caelic Isles:
The Caelic Isles dwell within the Shrouded Sea, where few dare travel. Norgardians are the most frequent visitors (and raiders), though much of the southern Isles are under the control of Andredian nobility. The Caelic peoples are hunters, guerilla fighters, and many believe they have some fey blood in their veins. Caels tend to have red, brown, or black hair, and many have blue or green eyes. They wear woad tattoos when in battle and live under Clan Chieftans, paying homage to their Druids that live as the Gods advise. Caels are not great sailors, though those living under Andredian rule have learned how to handle a ship well enough. Caels speak Caelic, though many speak Northern and even Wydarian. Name examples include (Male) Douglas and Seamus (Female) Agrona and Murron.
Burrowfolk
The Burrowfolk, also known as Burrahobs, are a short race descended from fey creatures from Other World. Well known for their hearty appetites, green thumbs, and callused feet. Burrowfolk live in a province of Andred called 'Pumpkinhollow' south of the Blackwood. They're a curious people, though the safety of their home, and their fondness for the goods they make there keep many from traveling. Burrahobs oftentimes use mannish cursewords, but interchangely use made up phrases like 'Stinklehorks!' to show just how mad they are. Most Burrahobs that grow up outside of Pumpkinhollow don't have that proclivity, however. They tend to be a mere 3 feet tall and at most weigh 40 pounds. Burrahobs do have two special, inherent abilities however. One, many have the ability to grow larger for a short period of time, though it only increases their height by about 14 inches. The other is they have the ability to turn invisible for an extremely short amount of time, only for a minute or two. Both of these are thought to be defense mechanisms they developed back when they were not residing on this plane of existence. Burrowfolk speak Northern. Name examples include (Male) Dungi and Frollo (Female) Lily and Demi.
Dwarves
Known as the Daurgrim in their tongue, the Dwarves are the most ancient race on the planet and have the distinction of being one of the few native creatures. For 50,000 years, they have defended the planet against invasion of Giants, Dragons, and Demons, and even now keep a watchful eye over this place they call home. Dwarves are honorable, dour, grim, but steadfast. They tend to stand 4-4 1/2 feet tall, and weigh between 150-250 pounds, being dense and muscled. They are notable soldiers, warriors, traders, and of course craftsmen. Dwarves live to be around 500 years old, and they speak Northern, Drimgoth, and their own Dwarven language. Name examples include (Male) Drimbold and Morek (Female) Brynja and Hildur.
Hello and welcome, reader. If you're reading this, I believe I already know an inkling about who you are, for everyone who reads seeks to gain. Likely you're a student. Perhaps you're wanting to write a dissertation worthy of the university of Aldenhoff. Or perhaps I am wrong, and you're not a student. If you're not, there is a good chance you're looking for an adventure. An escape into fantastic tale filled with magic and riches. You're looking for gold and Dragons and Demons. You will get all in this work. But above all, you will learn of the Dwarves.
The race of Dwarves is something we men like to think of as not only predictable, but perhaps bland. I tell you now I've never made a more mercurial work in all of my years as a scholar. They are a secretive people, and though the Norgardians (men whos traditions were strongly influenced by the Dwarves) have an oral tradition, the Dwarves themselves keep extensive records, despite their legendary memories. However, getting a hold of these records is another matter. This book is comprised of a few key primary sources, but much of its main body has been gained from secondary sources, oral anecdotes, and from bodies of other works as is my scholarly right. Now, let us begin.
Dwarves, or the Daurgrim as they call themselves, have the incorrect distinction of being considered small. Dwarves are short, not small. In fact, a Dwarf is larger than a man, on average, when you consider their mass. Far broader than a man in stature, they have tough skin, thick bones, and some say they are incapable of being anything less than perfectionists in whatever craft they deem to pursue. One might give the claim they are built for labor, be it manual or fine. Small wonder they live in the mountains and the underways of the world, where they can shape their very environment to what they see fit. A cavern is almost a blank canvas to many a Dwarf, though that is not a completely apt comparison, for they still have respect for natural made caves and tunnels. Although, unless they are on an expedition or are apart of a small clan of Dwarves, most of the Dourfolk live in great underground cities called 'Thundrims' in their tongue.
Half Breeds
Skayleigh:
Skayleigh are a strange people of both Elven and Giant descent. They stand 7 feet in height, with lithe and willow builds, but powerful limbs. Their skin is lightly tan, and they tend to be covered in green tattoos like leafed vines. Their predominate hair color is blonde, but some have brown or black hair. They have the special ability to 'Tree Walk' though that is an exaggeration. They have an innate ability to make an illusion that makes them look like a sapling for a limited amount of time. Skayleigh hail from the Caelic isles and live in small clans, worshiping sacred stones and large Hurgilm trees. They love to drink and feast, and though they tend not to fight among themselves they make fierce, powerful combatants with their maces and shields, or large axes. Their ears are pointed like an elf's and they're generally as attractive as their fellow fey as well. Skayleigh tend to live over 300 years and speak Wydarian. Name examples are the same as Caelic names.
Half Elves:
Half Elves tend to have traits of their Elven and Human parents. They live to be about 200 years old. They have no true homeland, though many live as travelers or under loose Elven rule.
Old World Gods
Solaris:
Goddess of Gold and the Sun. Alchemists tend to give her reverence.
Sulimo:
God of the Sun and Sky. Considered the Chief deity of Dre Costa and an aspect of the EverGod, though everywhere else just worships him as an important but lesser than supreme deity.
Maleum:
Malevolent god of Curses and Shadow.
Morimando:
More benevolent but grim deity of Shadows and Spirits.
Nar'rog:
God of destruction. Some see him as a natural opposite to the Evergod, serving a purpose. However Orcs and violent cultists believe he will bring about the end of the world and they intend to help him.
Boernegar:
God of Beasts and the Wilds. Many people of the Blackwood call upon his aid to stay safe from the forest creatures.
Galena:
Goddess of Healing and Peace. One of the patron deities of Andred.
Baelyr:
God of Justice and Flame. One of the patron deities of Andred.
Gaundet:
God of Civilization and Defenses. Patron deity of guardsmen/watchmen.
Zjarina:
The daughter of Gaundet and the Goddess of Magic and Creativity.
Solomon:
God of Knowledge, Wisdom, and Scholars.
Fineki:
God of Trickery, Deceit, and Illusions.
Seradwyn:
Goddess of Fertility and Love.
Cendarius:
God of the natural world itself.
Alfrikr:
God of Magic, Wisdom, and War. Tends to be worshiped by Norgardians and Thaegars.
Ulfric:
God of Wolves, Winter, and Battle. Tends to be worshiped by Norgardians and Thaegars.
Rán:
Goddess of the Sea. Tends to be worshiped by Norgardians and Thaegars.
Fjolgi:
Goddess of Magic and Prophecy. Tends to be worshiped by Norgardians and Thaegars.
Dwarf Gods
Runar:
God of the forge and runes.
Woegrim:
God of battle and vengeance.
Magni:
God of Justice.
Gaerim:
God of the resting dead.
Hildegur:
Goddess of Protection and Settlement.
Shalleya:
Goddess of Magic and Artistry.
Pantheon of Elves
Tholendor:
God of War.
Falethorwen:
Goddess of the Forest, Hunters, and Archery.
Odarion:
God of Art and Long Life.
Nestariel:
Goddess of healing and peace.
Vanadessë:
Goddess of beauty and light.
The Banished Queen (Volduressë):
Goddess of Dark Elves. She resides over traitors, chaos, blood, and war.
How are Skayleigh born? Is it actually one of the elven subspecies mating with a giant, thereby creating a true half breed, or did the Skayleigh form by such occurrences long ago in the past and by now are a homogenous collection of people mating with their own kind just like everybody else does in the majority of cases?
Are Hurgilm trees only native to the Caelic isles or can they be found elsewhere as well?
Sylvaine is 160cm tall, with a wiry, athletic build. Her shoulderlength hair is a rare jet black, her eyes emerald green; features that raised more than a few brows during her upbringing. Her skin has marks of combat on it, nicks and scars that Sylvaine does her best to hide. She typically wears comfortable, durable clothes of wool and leather, and is seldom seen without a sword on her hip.
Personality
Sylvaine has that somewhat deadly mix of absolute charm and severe narcisism that tends to make people misjudge and underestimate her in social interactions. Her warm and inviting veneer can change to indifferent ruthlessness in an instant, and very few ever see it coming. Her greed and lust (especially for power, but pleasure will mostly do) knows no bounds. She is an unpredictable friend at best, and a twitchy snake of an enemy at worst.
Background
Mercenary/Bandit/Assassin (Optional)
Commoner
Father was the commander of a company of sellswords and died a drunk beggar, mother is unknown and presumed dead.
History (Optional) Sylvaine always was her fathers girl, and took his customs and those of his company right to heart. Life on campaign is hard, especially for a little girl among ruthless men, and so she had to become ruthless herself. She first learned how to hide and steal, then to lie and decieve, and finally to fight and kill. Every vice or dark deed you can think of Sylvaine has done, or at least considered. She left her father to die when he lost command of the company and turned to drinking, and took whatever possessions of his still worth having with her. The road is her home now, wherever it may take her.
Motivation Sylvaines goals in life is to take what she can, and give nothing back.
I've been out of traditional RP'ing for a while, and I missed the interest check, but I was struck by a wave of inspiration, so I thought I'd put my character idea out there. Obviously it looks like there will be a lot of competition, so I won't be pinning my hopes too highly, but if this sheet helps inspire anyone else, then that works too! Without further ado...
Cillian Kindellan
Human (Caelic Isles) | 37 | Male
Appearance
Cillian does not stand out from the countless travellers on the road. He does not boast the powerful bulk of the warrior, or the lithe silhouette of the rogue, but he still stands at a decent height of around six foot, and beneath his clothing, his frame is one of wiry muscle, marked with dozens of scars and painted with the traditional woad tattoos of his people. His hair is pale, a rare sight among those who hail from the Caelic Isles, and he wears it long and braided, along with a short and unruly beard. His clothing is simple but durable, and he is rarely found without his carefully crafted mail armour, forged by his father's own hand. The spear and shield, often slung across his back, and the dagger on his belt, are also from his father's forge, and along with his armour, they are his last ties to his home, and his family.
Personality
Cillian has spent years rubbing shoulders with paupers and kings, and this has left him with an easy charm. Coupled with the natural warmth and kinship of those hardy folk that carve out a life the Caelic Isles, Cillian is a friendly figure, although anyone who spends too long in the man's company will realise that there is something a little... unhinged about the wanderer. Perhaps it true that fey blood runs through his veins, or perhaps Cillian has simply spent too long dreaming of mythic creatures and fantastical legends, but despite the welcoming nature of the man, he is clearly not all there. Perhaps it is this that fuels his wandering, and sees him rarely spent too long in place, or with one group. Despite this, he is an earnest companion, an honourable warrior, and a talented entertainer.
Background
Wandering Bard
Lower Class
Son of the Blacksmith and the Storyteller
History
(Will be filled over time)
Motivation
Cillian wanders the world, bringing the songs and legends of his people to anyone who has coin to spare, but he has long held ambitions of experiencing a legend of his own, and that ambition has drawn him to the dark depths of the Blackwood...
Well I'd prefer them before Monday but I won't do a hard deadline until late next week, let's say. They are pretty basic character sheets, though the goal is to impress me a bit.
Of average height and build, with a distinctly gaunt face, dark eyes, and black hair turning gray. Usually wears a dark, travel-stained cloak over his armor.
Personality
Quiet, unflappable, and calculating, with a sardonic sense of humor. While he makes a somewhat grim first impression, Vanhel is not without a certain charm and mixes easily with low- and high-born alike.
Background
Profession: Mercenary spellsword
Class: Outcast
Heritage: His father was a Norgardian reaver & his mother a Silveri woman taken on a raid. He knew neither.
History (Optional)
Motivation
Knowledge. Power.
Capabilities
Attributes
Combat [1/1]
One handed sword
Intelligence [1/1]
History
Literacy
Charisma [1/1]
Leadership
Deception
Health [1/1]
Faculties [1/1]
Perception
Intuition
Concentration
Agility [1/1]
Mysticism [3/3]
(2 remaining points here)
Equipment
Dread: one handed sword of black metal, inscribed with runes inlaid with polished bone.
Dagger
Leather & mail armor
The Secret Histories by Anthagos Red-Hand: a slim tome of dark magic, forbidden in most countries
@POOHEAD189 I went a different route. Torsten is a Norgardian Raider/Huntsman, submitted for your review...
Torsten Meier
Norgardian | 31 | Male
Appearance
Torsten is a lean, wiry man who stands just under six feet at 5’ 11 ¾” (182 cm). The Norgardian raider’s features have always been somewhat dark or sullen. He is the type of person to stay to himself, seemingly lost in thought. Torsten is attracted to women who feel the need to fix a man because the lonesome huntsman appears to be in need of repair. He doesn’t, but she would feel the need to fix him. He is not unattractive. His armor is made up of bits of leather or studded leather with a lamellar brigandine formed of small steel plates covered in leather. His armor is often covered by furs and a grey cloak. Torsten does not look like an imposing figure, but his agility and quickness on his feet make him a deadly match one on one.
Personality
Torsten was often considered a recluse by those who knew him. His seemingly quiet demeanor, when provoked leads towards outbursts of anger. Although, he is not the type to strike with a powerful fist, he can turn a fight to his advantage quickly and bring a larger man down with rapid successive blows to vital body parts. For the most part he is cool and collected. Insulting his Northern heritage or betraying his trust will get the hackles up for him. Then you know you are in trouble.
Background
Sailor/Raider Huntsman/Tracker Comes from a long line of hunters/raiders.
History
Torsten was raised near the coast living off the bounty of the sea. While most men in the village trawled the sea in search of their catch, his father along with a small group of others, hunted the forests for stags and other game to eat. From an early age, Torsten learned to track animals as well as men. His father taught him to read signs on the ground as well as snif the air and listen for clues as what was going on around him; where his prey was waiting, feeding, ready to die.
As a young man, Torsten was compelled to leave the village on a quest of manhood. It was the right, nay obligation of every male to suffer trials towards becoming a man. Armed only with a small blade, a dagger, Torsten was cast from the village until he completed his trials. Only he would know when the trials were complete and then he could return to his home. He went into the mountains during the first snow of the season. An old hunting cabin, badly in need of repair atop a wind swept hill. He made this hovel his home during his trials.
The pangs of hunger took him first, forcing him to hunt. He fashioned a bow out of hickory and hemp. He shaped the wood with his dagger, making notches at both ends for the string, manufactured out of dried hemp. It was strong and could withstand the pull of the bow. Satisfied with the pull of his bow, he manufactured arrows out of the same hickory with eagle feathers to guide them. He crafted at least a few dozen to use on his prey.
The first night in the woods, he did not eat. He spent that day preparing his home and his tools. He was hungry. The sensation gnawed on him. He would eat the next day…or be eaten.
The forest now covered in snow, he tracked a heavy stag. He could tell its weight, by the depths of the footprints. He knew he was close, but was he alone? A howling wolf answered his question. There were definitely other predators in forest. The pack moved in close. They did not want this intruder to steal their meal. They circled him baring their teeth, snarling and growling. A few yaps and barks. Torsten kept his eyes on the pack--five wolves, four of whom were grey.
With an arrow notched, he loosed one at the largest; possibly the alpha who whined loudly with a yalp and dropped back a few yards. The one to his left charged Torsten who had no time to notch another arrow. He dropped the bow, took a few steps back, steeling himself for the beast to leap. The beast hurled himself forward off his strong haunches, teeth bared ready to kill. The dog impaled himself on Torsten’s unsheathed knife. He used his left hand to keep the dog from biting his face.
A third and fourth wolf charged at him as he backed up to a standing position. He swung his small blade at the two wolves who hesitated, rather than attack. They took a second thought running off into the trees along with the fifth, an albino with red eyes, who chose only to stand and watch the events unfold. It was as though she was gathering intelligence on a potential enemy. She obviously felt respect was warranted with this hunter.
By the springtime, Torsten returned to his village a man, wearing pelts he took from beasts. His first beard covered his chin and face, eventually to be shaven off. His trials were successfully completed, and he was welcomed back into the village. The villagers feasted his accomplishment and then returned to their work after a week of revelry.
Eventually, Torsten Meier chose it was best for him to leave the small fishing village. His personal quest was seeking wealth and adventure ever since. That was five years ago.
Motivation
To continue his quest for adventure and wealth. His private greed and quest for something he felt missing in his soul drove him. If the task is worth it, he will accept an employment offer.