@Omni5876 I feel like you'd still be able to manage. I'm only really active for four days then gone for four days as per my work schedule. If you'd feel better start off by yourself, see what other peoples posting is like and then we'll work you towards someone with a similar speed. If not I'll keep things going for you and you could always have a Gandalf-esque quality to whatever party forms.
Name: Leofric Hallard Age: 54 Gender: Male Faction/Allegiance: Yellowmoor Relic Description: A silver ring with a single emerald encrusted into it. The ring has the ability to slow down time. Appearance: Flaws: Leofric is a very cautious man, sometimes he’ll be a bit too slow to react to a situation if it means getting someone into danger. With his age, his strength and speed are just not as good as they once were. Skills: Leofric as spent most of his life practising with all weapon types and he can easily handle himself in a fight. He also has basic hunting and smithing skills. His main trait would be his charisma seeming to make people who follow him very loyal to him. Biography: The family of Hallard was a well-respected family from the city of Greytry but not one of real note. Occasionally one would become a somewhat high-ranking member in the army or another may have become a lawyer but rarely have any influence in the big picture of the capital city of Etrid. Leofric was the last son in the line of the Hallard’s with his mother dying in childbirth and his Father not bothering to marry again.
As the years went on and Leofric went from being a child to a teenager, it was clear to see that he would rise high in whatever he did, being intelligent and charismatic. He picked skills up quick and could influence people to do what he wanted. His favourite activity was archery though, he wasn’t the best archer but it was what he loved doing. On his sixteenth birthday he enlisted into the army to the annoyance of his father who wanted him to become a lawyer like himself believing Leofrics talents were wasted just being some common fighter. For years he learned how to fight with the sword and how to fight in cavalry practising his skills. Year after year he rose quickly in the army, mainly due to the fact he was one of the few members in the army who could actually read and write making him perfect for command along with his talent for leading people as well.
In his mid-twenties he fell in love with a woman named Bethany and a few years later they were married, some years after that Bethany gave birth to twins a year before Leofric had turned thirty. They seemed like the model family for Greytry. A commander in the army from a well-known house with his wife who was a healer and they’re son and daughter were perfect to them.
Six years later Leofric was in command of around a hundred men to deal with a small uprising in a town a few days ride from the capital. Everything seemed to be going fine and it looked like Leofric was on his way to being one of the biggest commanders of Greytry but that’s when he received the news of the imprisonment of his wife. On his way back after he put down the starts of a rebellion one of his men who had stayed at the barracks had ridden as fast as they could to Leofric and told him how a cleric from the Order of the Third Moon had arrested Bethany and taken away their children claiming that Bethany was a Witch and had been using witchcraft to be healing people instead of prayer. Leofric with around twenty of his men rode as fast as they could to Greytry to defend his wife from the accusations against his family. When he arrived at the city, one of the gates was opened and he was let him with his men, but that’s when he found out what had happened. The love of his life had been burned alive before she was even given a trial, his father had been stabbed to death when he tried to stop what was going on and Leofric was now wanted for harbouring witches. A friend had warned him there wouldn’t be a trial though and he’d just be killed straight away and he was told to get out of the city and flee. Leofric couldn’t leave without his children though and was told the cleric who’d accused his wife had them. A few of his men went with him not wanting to leave him on his own to retake his children. They reached the mansion were and a small skirmish happened at the gates and Leofric and his men managed to get inside. Leofric found the cleric praying in a finely decorated room covered in silks and tapestries, everything seemed to be covered in jewels and gold. The cleric was unrecognizable after Leofrics anger took over him butchering him over and over again with an axe. On an alter in the corner of the room was a small box. Leofric walked over and opened it without thinking and took the one item that was in there, it was a ring. As fights continued through the mansion Leofric searched for his children. The mansion had caught fire from some candles being knocked over. Leofric found his son in one of the rooms on his own but he couldn’t find his daughter and his son didn’t know what room his sister was in. The flames started to get bigger and started to engulf the mansion. His men dragged him out when there was no way to check the more into the mansion. They fled the city and rode for the Great plains knowing they were all wanted now, some had managed to get their wives and children before the assault on the mansion to gather supplies and horses just outside of Greytry.
When they reached the Great Plains there was around thirty of them in total. After a few weeks of moving around looking for a place to set up and live in they arrived at a small motte and bailey with a wooden palisade. Speaking to the ruler who called himself ‘The Lord of Yellowmoor’ he allowed the refugees to move into the small town. They moved in there and made it their home, away from the grasp of The Order. It took years for Leofric to get over the loss of his wife and daughter. It was two years later when he found out what the ring did. When he found out the ring slowed time, his depression only worsened believing that his daughter was left in the mansion and he could have saved her if he’d only used the ring. As his son got older, his son talked more and more of going back to Greytry to look for his sister believing she wasn’t in the house. Leofric believed it was a stupid dream.
The years went by quickly in Yellowmoor, with little happening. There was the odd skirmish with some bandit groups but nothing the town couldn’t handle. Leofric spent most of the time learning how to smith iron making basic weapons and armour but nothing as strong or as exquisitely intricate that he used in Greytry. Some of his days were spent hunting different types of animals with there not being much food from crops with the lands mainly uncultivated. Leofric thought this would how he’d end his days until his son left in the middle of the night with a few of his friends, rumours said they he was heading to Greytry to track down his sister.
Personality/motivation: These days Leofric is a quiet person, thinking instead of speaking. Just because he doesn’t speak much, doesn’t mean he likes being alone though. He loves listening to his friends speak and joke with each other. His main motivations are to try and keep his people safe, especially his son. Final Point – Secrets: Seeing that it’s been many years people would more than likely not recognize him.
@Sep I think you said something about it earlier but you wanted us all to start off around the same area right?
Preferably in and around the Capital of Etrid if you can swing it. If it makes no sense for your story just start wherever feels organic and I'll sort something out.
Name: Threnn Age: Permanently appears around 17, though he's about 20 now. Gender: Male Faction/Allegiance: No faction, though he does work for the benefit and acceptance of the FelDaen, and easily associates himself with other FelDaen and Sympathizers.
Relic Description:
Vane is a sentient single-edged, slightly curved sword, with a small guard and a long, ornate handle wrapped in interwoven purple and black strips. The blade itself is obsidian black, with a strip of purple down the center, intersected by seven eyes along one side. These eyes are set into the blade, implying a depth that should be impossible on the relatively thin sword. Only the eye closest to the guard is open and fully functional, the iris a deep grey.
Sentience: Vane has his own personality, and is capable of thought. In fact, Vane's personality can switch depending on which eye is active, with certain memories and traits being tied to an individual eye, but Vane is incapable of accessing those until the required eye has been opened. Due to being a sentient relic, Vane is also capable of choosing who he bonds with, but that bond is still permanent. Speech: Vane is capable of speaking into the mind of the wielder, his voice sounding like it has a constant, unsettling humming cadence. Vane can transfer his voice telepathically to anyone he or the wielder is touching. The wielder may also use Vane's endowment ability to endow the blade with audible speech, allowing it to talk aloud, but fortunately that is an ability controlled by the wielder and not Vane. Endowment: Vane can essentially treat the body of the wielder as an extension of himself, granting them some of his knowledge, memories, and skill, and this also works in reverse, allowing Vane to store the memories and skills of his wielder. For example, Vane can transfer the muscle memory required to wield him, or allow his abilities that usually require direct contact with the sword to use the body of the wielder. Vane can take from or endow to the wielder at will, without their consent. Spiritual Sight: Vane can see magical auras, souls, and magical energy that is normally invisible to mortals. He can tell the sort of magic he's looking at based on color, and other factors of appearance. As well, each eye allows Vane to peer into a specific realm, and see where it is interacting with the physical, or otherwise find avenues of manipulation for that realm. Spiritual Consumption: Vane tries to devour any loose energy that has been freed from a vessel. A vessel can be a living person accessing magic, or housing the energy within their soul, or a relic. Destroying or damaging a vessel can cause the energy to leak, which Vane consumes. There are some sources that simply vent magical energy from one realm to another where it dissipates, such as certain (probably broken) relics, or the shattered souls of the FelDaen. This consumption is passive as long as Vane is drawn from its sheath, meaning that most wielders can't keep the sword drawn for more than a minute, shorter if using powers, and the FelDaen can keep it drawn but can only use its powers very sparingly before it begins to tear away parts of their soul.
The Ashen Eye: This Eye accesses the Realm of Decay, destruction, pestilence, and other nasty things. Vane had never opened this eye before, as it was previously inaccessible. Vane can temporarily be dressed in a layer of this realm's essence, causing people and objects it hits to begin to slowly rot/decay/disintegrate. For living creatures, this is quite painful, but may take hours to cause real damage, unless the blade is held to the site long enough to speed up the process, though this takes exponentially more energy the longer the blade is held. Once lifted, the process continues passively for as long as Vane is within visible range and still utilizing this eye. Only one instance of decay can be focused on and worsened at a time, though multiple can technically be active. The Other Eyes: What they do and how to open them is currently unknown.
Appearance: Art to be added. Threnn holds the appearance of a lanky, awkward youth, looking to be in his late teens. He stands at about 6 feet high, with mid-length disheveled hair mottled with blacks and greys, and skin that's a light grey, as if he'd been coated in ash. His eyes are sunken, and as with all else about a FelDaen, grey. In terms of build, he's lithe and lightly muscled, clearly more built for running than for lifting.
Flaws: FelDaen - Due to being FelDaen, Threnn must be cautious, as any pain he incurs stays with him, and even Fel witches can only reduce the pain, not remove it. As well, due to his fractured soul, and Vane taking all of the magic that seeps from him, he has essentially no magical aptitude, and cannot utilize any other relics. The physical appearance of being FelDaen also makes him stick out, requiring constant disguises in populated areas, lest he be captured and maddened. Impulse Driven - Threnn is stubborn and impulsive, and while not completely reckless, he will doggedly pursue a goal he sets out for himself, even just to sate some minor curiosity. If he wants to do something, or look into something, he'll have trouble being patient or preventing himself, though he won't act so rashly as to put himself in harms way, unless it could prevent someone else from coming to harm. Lithe and Uncoordinated - though he has some muscle mass, he's mostly thin and gangly, and he's prone to stumbling and tripping due to awkward limbs and a lack of coordination. Vane can negate some of this, but only while at least partially drawn. Vane - Threnn's sentient sword is constantly able to talk in his mind, siphons off his energy constantly, and only gives Threnn a small amount of control over his powers. As well, Vane is perfectly capable of causing harm to Threnn if it wishes, deliberately siphoning off too much energy, or giving Threnn nightmares, though Vane is restricted from killing or deliberately ripping apart Threnn's soul due to the nature of their pact.
Skills: A Noble's Education - Threnn has a decent knowledge of politics and the teachings of the Order, including having memorized the names of faces of most of the more important figures. He can understand a handful of languages at least partially, much more easily in writing than aloud, though he's not proficient in talking in them. The sciences and some mathematics were also fit into his education, though he was not exactly fond of numbers. He was also trained in some physical pursuits such as fencing and the sword in general, and he knows the mechanics of it all, but he lacked the coordination and never got particularly good. His hobbies were mostly mental pursuits such as debate and games of strategy, which he was quite proficient at. Heretical Education - Threnn enjoyed reading from his mother's less than legal secret library, which contained alternate accounts of the histories, and discussions of magic. He also gained further knowledge from the first hand accounts of some of the older Feldain witches, and their collections of writings. He's not been able to wrap his mind around the more complex topics, but he does remember the types of relics out there, and accounts of certain ones, and how each of the magics work. Practical Education - Thanks to his mother, and later the Feldain, he knows how to bind wounds and stave off infection, how to identify and forage useful plants, how to create and hide messages with several different codes, and how to create competent disguises and blend into crowds. Makeup kit - He can use a bit of makeup to disguise the color of his face and neck. It's not terribly convincing, and works best when obscured by a hood, or just in dim light.
Biography: coming soon.
Personality/motivation: To Threnn, the world is very obviously out to get him. He's lost loved ones, and his own humanity for seemingly no reason, all doomed by a cruel joke of fate, and an even crueler society of rabid dogs disguised as men who only wish to tear each other apart. And even those burdened with that suffering, the FelDaen, refused to stand up for themselves. Everyone around Threnn seems to either be a coward or a beast, with no room for something in between. Threnn would fill that gap himself. He'd have to tame the beasts and teach the cowards some self respect. He didn't want this. It was the role fate chose for him, and that's how these things go. Life is deterministic, there is a defined fate, and unless you consciously work against it, that is how things will occur, and clearly that fate constantly leads towards more suffering. Threnn is not necessarily grumpy and miserable due to such a dark philosophy, rather he's somewhat optimistic that even though he certainly does not have the means within himself to achieve the lofty goal of a more just world, by changing just one mind he furthers his goal, which is clearly more than the gods expected him to. He is fueled by a sort of spite for fate, and the way he assumes everything works, and that by being good natured, furthering a message of good will, and looking for a way to cure the FelDaen, he will always win against fate, even if he loses his life. He's primarily a positive person, refusing to pity himself for what has happened in his life, though he still does without realizing, and more just being self-assured and somewhat jovial. He has his self-serious moments, but he tends to keep up his air of being the noble, good-natured, and happy one. Threnn must keep his positivity, he must make change, he must make people aware of their flaws and push them to change, to be better, to be like him.
Relations: currently none, but it's not out of reason that someone might have heard the name of Tristian Thalrissian, or even have been acquainted with his family. As well, Threnn could be pointed towards people if they're confirmed FelDaen sympathizers, or if they met some other way.
Final Point - Secrets: to be added
The FelDaen are not exactly a race, instead it's more of a curse, as any race can become FelDaen. Something will call to certain people in their dreams, a being that the FelDaen speak of as the Ashmother. They are compelled to answer. They wake up esentially monochrome, with ashen skin, grey eyes and hair, and a deep wrongness in their very being. They no longer experience the effects of aging, and heal wounds extremely quickly, but the pain never goes away. Even a simple scrape can radiate pain forever, causing most to eventually fall to madness from the pain. The pain can be numbed or reduced with magic, but the pain always hits eventually, and therefore the madness always comes. As well, the FelDaen are almost completely incapable of magic on their own but seem to almost leak an energy that can be tapped by relics easily, a phenomenon described as them having fractured souls. In essence, FelDaen can be particularly effective at magic, with a potentially higher cap for power than most mortals, as long as they are using a relic. Due to their strange nature, the FelDaen have been persecuted, and their existence essentially outlawed in most regions since before the time of the Order. The stigma of the FelDaen as demons and witches is ever-present. Any FelDaen found is usually burned alive, or otherwise tortured continuously until their mind breaks and they become maddened, nothing more than a gibbering husk on the floor. Most hide away in small nomadic groups and keep away from society, but some do go off on their own and riskily hunt down relics and practice magic as Fel Witches.
Decided just to post what I've got so far. I've got a good bit to add/edit I think, and i still need to pretty it up. I also think the personality might come off a lot more terrible than I intended, so I might have to rework that. Anyway, I'll gladly accept any criticism on what I do have so far, I'm more than willing to make changes.
will be posting in the IC today or Sunday. Depends on how my day goes, I'd like to say maybe tomorrow but its my Birthday and I have plans so we'll just have to wait and see.
@Sep Well happy early birthday in case I forget to get on tomorrow. I hope you have a good one chief.
Thankyou best birthday I've had for a while.
I've got a post up, my next run of shifts is six days but hopefully if anyone replies to what I've had going on (feel free too, I've left it open), I'll be able to get something up in retort.