You damned sure it was still daytime, but when you looked around, the world was almost dark. Though your horse-drawn transportation was parked in a place that seemed and felt like a large catacomb, you remained calm. You have been briefed, that for the reason of 'national interest' the method of transportation would be rather 'peculiar'.
A concierge and two soldiers ushered you toward the building, through a set of stairs and corridors. The place was almost empty, the security was minimal, but you knew two seemingly ordinary royal guards that accompanied you were more than capable of handling themselves--should you try to do anything stupid.
And then you stopped again. In front of you now was an orc warrior, and she was even more imposing than any other guards you had seen so far. From the eye window of her helmet, her breath vapored away, and her fierce eyes indicated that she didn't like you at all.
But all that she could say was naught but a few words. "Your Invitation, Please."
You handed her the letter you had received a week ago, delivered by a royal envoy clad in ordinary mailman uniform. She received the document carefully and gestured for you to get in.
You heard the door locked behind you, but you didn't care.
The room was large, adorned with luxuries commonly found in a kingly estate, but the arrangement was deliberately modest, as if not trying to show off. Furniture with natural wooden colors, a large cupboard filled with a collection of books, and tables populated with assortments of refreshments.
There were already a few people there. They wore no uniform, nor insignia, and their presentation was somewhat lacking, not much different from yours truly. Looking at the great desk in the north part of the room, you saw no king, but the orcish captain you saw earlier entered from another door.
You waited, patiently. You didn't know exactly what this invitation was all about, but your guts told you you were going to be a part of something big.
******
Welcome to the team!
The job description was rather iffy, but here you are now. There is no turning back now.
Lured by either a sense of duty, fame, or a handsome reward, King Fredricus, the monarch of the nation of Kindeance had you signed up to be his special agent. You know the gig, there is a war incoming and you will be a part of an effort to do something about it. The king has yet to unravel the purpose of your assignment, but some trustworthy sources said that it wouldn't be too far from traveling to the nation of Meche to see what's going on there. Kill the traitor. Or prevent war on your own terms.
We will try to facilitate every decision your character makes. Like the previous game, every choice matters, and every action taken could alter the ending. So go wild, but just don't do it too far, please.
The game will be focused on a story, so the number-crunching aspects common in a tabletop RPG will be minimal. We still utilize the RNG on a few occasions though.
Some introduction to the lore
Ruled By King Fredricus. The nation has undergone several reformations in its governance system, shedding the old feudal system in favor of a more democratic and participative one. Kindeance has seen unprecedented growth over the years, making it an emerging regional power in terms of economy and development. But not everyone was happy with such rapid progress. Old clans and families who had their noble rights stripped off by the reform held a certain animosity toward the incumbent regime. That, and the consequences of the distribution of power in the name of democratization has left the monarchy in a tight spot over the years. Just a short four months ago Fredricus almost lost his life in an assassination attempt and had his son kidnapped by a certain group.
One crisis led to another, the effort to retrieve the prince and subjugate the traitors had caused a massive uproar in the populace, and because of his unwillingness to publicly arrest the scheming nobles, it allowed the rest of them to shift the blame to the neighboring country, causing the demand to declare war to grow even bolder.
Ruled by King Denon the Second, not much is known about Meche except it used to be the dominant power in the region. After losing the war with Kindeance a century ago, the nation experienced a gradual decline ever since, and the last blow was when it lost its territory to Savoy some thirty years ago. Known as a kingdom for warmongerers due to their prolonged border conflict with Kindeance, Meche used to be known as the nation of skilled smiths and metal shapers, but over a century, the arts have been lost completely along with their practitioners, not even leaving a single trace behind.
Making a Character
Now for the neat part. The format would be pretty much the same as the previous game. You can have up to 4 active spells and up to two passives. Keep in mind that every character will have to wait for GM's evaluation before they can be accepted.
Name:
Species: (What is your character’s race)
Age:
Gender:
Appearance: (What do they look like, and what do they wear)
Bio: (What is their backstory, and how were they contacted by the king)
Passives: (What kind of passive talents do they have)
Spells: (What kind of spells do they know, maximum of 4 spells)
Equipment: (What kind of tools and weapons do they have on them)
Other: (What other things should we know about your character)
A few more things
The RP has no specific rules. Just remember basic decency like you are not supposed to control other players' character without their permission and be nice to other players. Anything that is not mentioned here or any question regarding the RP is usually discussed in our discord. discord.gg/S2EhxfTZP7 Joining is not mandatory, but you will miss out on information and other madness!
This will be the second RP I hosted, so I apologize in advance should you find any misgivings in my rulings as the GM and technical mistakes as the playwright.
Appearance: Height : 6'2 Weight : 190-210 lbs Skin color : fair Hair Color : Blonde Eye Color : Blue
A young blond-haired man with a vague resemblance to the king. He has a youthful look, maybe the age of nineteen or twenty. But, soft of face, he doesn't have too many distinguishing factors about him. He looks like a standard young squire, almost like a template for a young German man with some medieval armor and clothes.
But he is often found wearing rather well-off clothing made of suitable cloth materials, dyed, and with good stitching that is hardly visible or edging around it.
He is often found wearing reds and blues together, which is his typical clothing, but there is also typically a form of leather vest or leather padding and armor that covers him. Should he be traveling or in the thought of combat/training, he will typically be in metal plate armor, similar to those of the late medieval/early modern northern Italian.
Bio: Growing up in royalty and nobility, he grew up relatively pomp. Enjoying a relative life of luxury alongside traders and those in the elite. He would serve his uncle well, primarily under his grandfather, as a direct guard and assistant. He would become a squire and serve under knights, King Guard, and local Life Guard units. But this is almost the entirety of his life, being within guard units, parties, and the higher life of the kingdom.
But, when he turned eleven, he truly began life; that was when he didn't grow. He learned to read and write but didn't do much else. Thus, his life was delegated to parties and fighting. Two things that he did well and that he enjoyed. He grew bored and highly arrogant; his grandfather kept him relatively tame, but his ego and size would cause him to become a brat in all sense of the word. He grew and became a strong warrior in the guard, fighting and being able to best a good portion of his allies within the guard.
Growing to an 'older' age, he would be farther away from his friends and such, along with his grandfather and his company, until they were told to return to the capital as his uncle summoned them. He was told to see the king. It was also to get him away from the others and to make less of an embarrassment to the family due to his drunkenness and tomfoolery in political talks.
Passives: Weapon Master - He knows how to use almost any weapon, from muskets and bows to swords and spears. However, he prefers a sword and halberd. Armor Master - He can wear most armor without it hindering his movement. Heavy Drinker - He can drink a lot.
Spells: None
Equipment: Flintlock rifle - A flintlock musket barrel loading, non-rifled and socket ring for a socket bayonet. Powder flask - Flask of gunpowder Socket Bayonet - A bayonet that fits around the barrel but cannot be used as a knife. Steel Bastard Sword - a hand-in half-sword of a decently long length, a relatively generic sword in all comparison, but it does have a small crested pommel with a bear upon it. Steel Plate Armor and Armet Helmet - standard medieval armor, styled as if in Northern Italy. Steel hatchet - a small axe typically used for cutting wood but can be used as a weapon on short notice. Steel off-knife - a utilitarian knife that can be used for self-defense or many reasons on short notice. Leather side bag - A good purpose draw bag to hang over the shoulder or on a belt. Backpack and pack roll - a backpack and sleeping roll for storage. Cooking kit - standard military cooking kit, small metal pan/fork to put over a fire.
Other: For the most part is just a common elite who is into being an officer, and soldiery.
Name: Thernous Est Eluin
Species: Human
Age: 76
Gender: Male
Appearance: Height : 5'7 Weight : 140 lbs Skin : Pasty white Hair Color : White Eye Color : Blue
An aging man who has seemed to have done much in his life. He is thick but aged, but for his age, he is still up and moving decently well. However, he is typically seen with a staff to walk with, a friendly wooden staff with a metal curve moving about it that is likely a bisthmus-bronze, that ends near the bottom of the staff. But aside from that, it's typically robes often found in a court, or in a man who is a dignitary to those outside of the court in foreign counties or in the outer lands.
But when traveling, he usually wears drab-colored clothing that won't get dirty on horseback or while walking—usually robes, tunics, and cloaks.
Bio: At a young age, he took to books while his nephew grew into a great man; he continued his life in his father's libraries. When he was young, when wars and trials arose, he saw his country grow into something beautiful. While he often didn't fight, he was found to be a good and wise young man to send as dignitaries, as an olive branch of peace, or as a hand of coin for trade. His primary task to his kingdom was to be one who talked and made things better, and he traveled far and wide to some places most of his kingdom did not know about.
But, since his youth, he has been advising those in his kingdom, specifically his family, in their business and running of their lands and people. But recently, he has been taking care of his younger grandson, keeping him away from many things, and making sure that his lifestyle does not get out of hand to teach the man some wisdom to the world. But, when it comes to it, he and his grandson are sent back to the capital to do his work once again for his uncle.
Passives: Wisdom of age : He shows as an entity of simplicity and good; while he is ancient and caring, he tends to be a source of wisdom even if he doesn't speak.
Humbling approach : He tends to be a very lovely individual, seems humble, and can make even small things humble.
Scholar of engineering and trades : he tends to study trades, architecture, and arts, and he tries to be something beyond to assist those in the world, but he also uses it with magic, putting logic to something magical.
Spells: Healing Hand : He can heal wounds, and with his knowledge and scholar, can combine it with essential medication.
Heating Hand : his hands can heat up, it can warm up small things, or assist in cleaning wounds.
Natural thought : He can calm his mind, and use the weave to allow him to see a situation clearly and relentlessly, but it also allows for an intelligence to arise when doing math.
Hand of fire : He is able to throw fire from his hands, but he often does not do it wildly like a pyromancer, he often confines it to small areas similar to a heating hand, where he can make clean cuts in flesh, stone, or other small objects, it makes it easy to craft, or shape blocks when building. But he also can cauterize wounds, and, if left untamed, spews fire, can also be transmuted through his staff's end.
Equipment: Scholarly/Noble robes - Robes found for those of a high status. Staff - a walking staff that he can push magic through should it be needed. Satchel - a small leather satchel Tea set - a metal tea set with eight cups and a tea set. Tea pouch - a pouch full of tea leaves Cooking set - a few pans, a pot, cooking utensils Blanket rolls - several for sitting, several for sleeping.
Other: Often, he drinks tea and other warm drinks while on the road; he often does not fight or do many things besides talk and be a source of information.
My tried and true character. Not much has changed.
Name: Solomon Sparrow
Species: Archlich
Age: 251
Gender: Male
Appearance: A tall yet very thin man. His true height is 6’6”, however given his age, he if often hunched over making him appear shorter. He is often wearing travelers clothes made of cloth and leather. His attire is normally not seen as he also wears a large cloak that covers him from head to just before it reaches the floor. He also has a mask that covers his mouth and nose and a pair of gloves. Most of his clothes are black or dark gray in color. As a result, he is rarely completely seen aside from his eyes. When one does get to look at portions of him, such as his eyes or forearms, his skin appears tight, gray, and dehydrated. He eyes are sunken and of indeterminable color. Attached to his back by several belts is a rather large tome. The book appears old, and the pages yellowed. Two thin metal plates overlap either cover, and the book is sealed with several straps. Thin rune etchings are caved into the metal plates, and the leather straps.
Bio: Solomon had lived through war, peace, and war. He has seen the kingdom of Kindeance transform from a war bound ruler to a peaceful trading hub. Solomon lost his wife to Meche extremists which led him down his current path. Solomon vowed to one day find the means of properly adverting the finality of death. In that pursuit, he came across a variety of means that worked as a stopgap at most. However, eventually he led himself down the line of necromancy. Despite the risks, he underwent a ritual which bound his soul the the material plane, so that should he ever perish, his soul could never leave, and forever return. This method was not perfect. While it would keep him in the presence of the living, it was not overcoming death, it was merely replacing the destination of those who passed on. But it would be enough. Having already experienced death once before, Solomon sought revenge against those who took his wife from him. He also took revenge for those who severely wronged the innocent. He had genuine urge to help those in need, but these methods also helped fuel his phylactery, provide information on the processes of death, and eventually became his means of enforcement. No longer fearing an early end to his life, Solomon continued his studies. He encountered soul bound automatons, other undead, and even runelore. Eventually, Solomon realized that he had time, that death was no longer a deadline. He was filled with different emotions, but now having literal lifetimes in his future, he slowly began to acclimate to the lifespan of multiple generations. While he remained focused on his research, he continued with his life as he had always done prior to the death of his wife. He was a traveling doctor, offering medical aid to those village who were too poor, too far away, and just were unable to access magical healing from the few clerics that lived in the kingdom. As time passed on, he grew into obscurity. He was still known as a traveling doctor, but given his age, it didn’t seem right for him to constantly be brought up. And then there were the rumors of the undead he would travel with. Rare was it for him to be seen with the power, but common enough to stick with him as he traveled. It was these rumors of his expertise with beyond the grave did the king first approach him. It was common phrase that dead men told no tales. However, with Solomon, dead men could hide no secrets. In the four months since that adventure, Solomon made good use of the king’s generosity, take time to study the controversial, and otherwise limited materials found within the royal’s libraries. In the last four months, he has spent a lot of time revisiting runelore. Part because of Asevor, and part because of the soul binding aspect of the practice. At the same time, he insisted on staying with the von Kruber’s estate while the Fanghorn situation was settling through the winter. Much to the objections of everyone involved. However, her attitude had changed after a time where Solomon let Von Kruber’s widow peer into the tome he carried. Since then she ceased her protests, but remained distant to Solomon’s presence. Likewise, her children. The others remained unhappy about it. Being so close to Rascade, and the Von Kruber estate, Solomon would once again be called upon for his assistance beyond the medical expertise he still practices.
Passives: Medicine: Solomon is skilled in the practical application of medicine, bandages, and triage. Herblore: Solomon can forage materials and create medicines Alchemy: basic alchemy, Solomon can isolate infectious materials into vials Nomad: Solomon has spend years traveling from place to place, as a result, he almost always knows where he is insomuch as it’s an established road. He also knows how to forage for food and make basic meals. Undead: Solomon does not need to eat, drink, or sleep, though he can still participate for the pleasure of it. He also cannot be poisoned or diseased. Speak with Dead: Solomon can speak with the dead.
Spells: Using his spell book, Solomon has an innate skill to bind the living, undead, or recently deceased to the book and himself. This means that their souls will bind into the book and into his service. Any living person will not be under his control until after death. When bound to the book, their spirit takes on a form of undead should it even be called to manifest. This form is permanent, and is chosen by the spirit itself. What form it takes is usually also unknown to the person from whom the soul originates.
- Animate Dead: Solomon can bring back to life any dead body he comes into close proximity with. The undead being will retain primal instincts, though higher intelligent beings will be able to call upon their skills, muscle memory, and communicate as required. If the body is too damage to raise, a ghost will form instead. Raised dead will always obey Solomon’s commands. Creatures animated with way cannot be bound to his spell book. They can only do what is physically capable of them. - Summon Dead: Solomon can call upon the spirits harbored within his tome. Undead associated with that called spirit will form from the earth or air when applicable. Likewise, they will always appear as close to what they did when alive. They will also maintain their personality when applicable. However, they cannot disobey Solomon’s commands. They can only do what is physically possible of them. - Incorporeal form: For about 30 minutes, Solomon can turn into a black cloud entity. In this form, he is invulnerable to all physical interaction including walls, obstacles, and attacks. This also includes being unable to interact or speak. He is also incapable of performing any of his other spells in this form. While in this form he can change his size, increase his elevation, and merge with existing shadows. - Dagger hold: This spell will bind a person in place. Any attempt to move will cause the trapped creature pain as though they were pushing into a wall of knives. This can cause physical trauma. The strength of the hold is proportional to the strength of Solomon. It is possible to break out from, but the pain associated with it can be unbearable.
Equipment: Death Tome: Large spell book bound to his person, it holds the contracts of the living and dead who are bound to his will. It also acts as his anchor to the living realm, allowing him to continue existing in the world though he should have passed years ago. The book strapped to his back, partially covered by his robes, and clasped shut between two thin metal plates with several leather belts. As long as he has it, he has access to the spells and contracts inside. Should it ever be destroyed, Solomon would cease to be.
Healers Kit: glorified first aide. Knife roll: Rolled cloth holding knives of varying sizes Sewing Kit: needle and thread Potion’s kit: Vials, pestle and mortar, distiller, water skins and a pouch of commonly found ingredients Vials of unknown diseases Poison
Other: His late wife's name was Adeline.
The other character. The ‘just in case’ character.
Name: Athena Voltspear
Species: Yokai
Age: 127
Gender: Female
Appearance: Appears to be a that of a young woman with a height of about 5’5” and a weight of 115lb. She has a slim frame, but her musculature is tone. Her skin color is fair. She has three white stripes that end at the top of her forehead, moves up over her scalp. down the back of her neck, and end again at her lower back. These stripes are hard to see because in most light, the white of the stripes blend in with her normal skin color, and because she has hair and clothing covering them. However, the evidence of the stripes is evident through her hair. She has black hair, but there are similar strips of white hair that mirror her skin, almost like highlights. She has solid blue irises for her eyes with a slit pupil much like a cat’s. She does not have any tattoos, piercings, or discernible marks outside of the stripes across her head. Her most defining features are a pair of black cat ears at the either side of the top of her head with white tufts of fur, and a pair of pure black twin tails that sprout from her tailbone. She dons medium armor that is almost form fitting for her frame, appearing slender in appearance, but obviously offers decent protection against normal weaponry. The armor she has includes cuirass with a pointed sternum on the breastplate. She has surcoat that bears Kindeance colors. She also has tassets that acts like a skirt, and then front facing greaves for her shins. She also wears boots, and appears to have tiny feet. She has a pauldron and vambrace for right arm only. The rest of her armor is mainly leather clothing and belts so that she can keep some flexibility. She spends her free time as a cat. In this form, she is a short hair cat, completely black with three white stripes that travel from the top of her head down to the end of her back. Her front right paw is also white. She has blue eyes. She also has two tails in this form.
Bio: Athena was once the cat to a proud Kindeance Shield bearer of the royal army. This shield bearer was known as Voltspear. During the time before the declaration of peace, this shield bearer stood valiantly in the front lines, defending his soldiers, and pushing the enemy Meche army back. During the time of peace, Voltspear remained in the service of his king, and the heir of that king. Though his age prevented him from active duty, he remained vigilant. He trained new recruits, maintained equipment, and otherwise stood as an exemplar for his division. Through all of his loyalty, when off duty, he took care of a cat. He had found it one day after training, its leg trapped in the remains of some barbed wire. Deciding to take it in, Voltspear took care of the cat until it recovered. He adopted to feline, giving her the name Athena. They were inseparable. He even started taking the cat with him to the castle grounds. As he grew old, Athena grew along with him. It was rare to see Voltspear without his feline companion with him. It had become his signature appearance. One night, Athena woke atop her master’s chest disturbingly still. It was obvious to anyone, Voltspear had taken his last breath. Perhaps, it was a blessing to have passed in his sleep, peacefully. Having lived over one hundred years, never having once retired, it seemed like an inevitability. Yet, it was still a sorrowful revelation. Athena mourned the loss of her master, but that mourning and the love she had for him and the love he gave her awoke something in her. Athena found herself born anew, with a different scope of identity. She stood on all four, and stretched her back before she slid off the bed. With two feet, she walked towards the door, and opened it with her new found hands. One hundred years had passed since her birth, and she was lucky to have somehow lived that long in the loving care of Voltspear, and the garrison he helped foster. From then on, Athena was the mysterious new recruit to join the Kindeance army. In time, the connection between her and the late Voltspear was uncovered. It was indisputable that in some form or another she was the progeny of Voltspear. Yet, despite the similarities between some of her features, the knowledge she had of the Kindeance core, or even the fact they shared a name, no one made the connection between her and the cat Voltspear lovingly took in so many years ago. Quickly advancing among the ranks, and showing skill that the once famed Voltspear once displayed, it was hard for her to not be noticed by the leading parties within the castle. It certainly helped that she possessed some kind of magic that allowed her to preform her duties better. She seemly was able to appear out of no where, offering her shield when protection was needed, or her spear to push the offensive. Perhaps this ability could be of use to the king.
Passives: Polearm and shield skills Acrobatics and athletics
Detect life: Athena can detect the life force of living beings that are within about thirty feet of her position. As a result, she is hard to surprise.
Aspect of Feline: She can see farther than most humans, as well as able to see in the dark. She can also smell specific scents and associate certain scents to specific people or places. She is also very nimble and athletic, sporting more strength than her frame would suggest.
Spells: - Ghost Fire: She can create a ghostly flame on any surface, flammable or not. The fire is like any other flame, creating heat enough the burn. The fire cannot be put out, but the heat can be mitigated through a variety of cooling methods. The fire also cannot spread, but is hot enough to set fire to normally flammable materials. The size of the fire can cover an area of at most one square foot or less. The fire can only be cast up to 10 feet away. The fire extinguishes whenever a new fire is created, Athena is unconscious, Athena releases the flame, or she moves too far away. It burns a bright purple without embers.
- Transformation: Athena can turn into a cat. Any equipment she happens to be carrying also transforms along with her with the exception of luggage. In this form, she can move just like any ordinary cat can. She can transform back at will, her equipment manifesting along with her. While transformed, she maintains all of her capabilities, magical or non, including speech with the exception of Bulwark.
- Bulwark: Athena’s can create a shield directly in front of her, centered on her person. The shield is mostly impenetrable to physical and magical attacks. Her shield projects a magical wall that extends all sides of her by about three feet. Projectile and magical attacks from those she considers her allies are able to free pass through. While Bulwark is active, Athena is incapable of moving. Each blow the shield withstands drains her energy.
- Reiki Touch: Athena can bless one ally through touch. As so long as the two are within 50 feet of each other, any damage the blessed person sustains is instead dealt to Athena in full. This will leave the blessed individual unharmed. The damage Athena sustains is determined by the blessed individual’s equipment and enchantments. None of her own abilities can diminish the effects. The blessing will remain active until Athena dismisses the blessing, is too far away, is unconscious, or is killed including through damage sustained from the blessing.
Equipment:
Vos Vitale: A spear Athena had crafted herself. Or more accurately, a spear she had commissioned then modified. A hard wood shafted spear with a metal head. The spear head has a long neck bolted to the shaft. The spearhead is long and sharp, without any barbs. At the base of the point, but still apart of the metal neck is embedded two white pearls on opposite sides of each other. The spearhead and neck are black in color, in contrast to the bright white pearls.
Loyale Fudo: One half of the twin tower shields Voltspear used to wield during his time in service. A large shield, 4.5ft tall and 2ft wide. The shield has a slight curve along the outside of the left side. The shield is made out of wood with metal plating, making it rather heavy, through Athena is able to wield it without difficulty. The face of the shield has several dents. There is half the Kindeance coat of arms painted on the front equally scratched and faded with time. The half image implies the rest of it is on another tower shield that matches with this one, oddly meant to be wielded together. The shield the completes Athena’s is mounted within the garrison at Rascade.
Medium armor: Standard armor in which Athena can move nimbly in. Consists mainly of a cuirass, tassets and greaves. There is also a vambrace, and pauldron for the her spear arm. The rest of her body is covered in leather more for flexibility while still offering some protection.
Dagger
Other: She dislikes being wet. While she won’t freak out, the idea of being out in the rain or lake is not appealing to her.
Appearance: Louise Ironside is a beautiful woman who rivaling Kirsten York. She is 172cm tall, has a green eyes and blonde hair. She have a glass hour body and a milky skin tone. She wears standard female adventurers leather armor along with a hooded cape.
Bio: She is the only daughter of a wealthy family. Her family was historically a military family, so of course her father wished for the first child to be a strong son. However, following a difficult birth, her mother became unable to bear additional children. This was the first time in her family history that the family had a female heir.
Before she join the military, she was undergo harsh trail for both physical and mental and a month survivalist trail at nearby forest. Contracting a wind based spirit.
Completing the squire career, this mission will be her final requirement. Upon succeeding the task, she will proceed into knighthood.
Passives:
Weapon Prodigy: Due her training at young age. Louise got a fond of various weapon. Granting passive bonus combat effectiveness depending of the type of weapon. Adapt quicky when picking up unfamiliar weapon.
Unbending will (Passive) increase robustness. Louse is less likely to be affected by psychic manipulation such as sleep, hypnotism and mind-reading
Spells:
Purify (Self) (Active): Cleanse spell that remove disabling skill and active debuffs.
Flash step (Active): Blink 10m in any direction with a wind spell. Has 50% chance to be automatically active when attacked. Can only be activated twice per post. If the charge is depleted, the skill is disabled on the next post. Manual and automatic activation shares cooldown.
Wind Chant (Active): Protect herself from incoming damage with wind barrier. Knock back attackers upon casting. Blinking will cancel its effect and wind chant cannot be activated for the rest of the turn.
Equipment: Military issued musket with an attachable bayonet and ammunition, one hand sword, military ration, mess kit, protective eyewear goggles, medical supplies and adventurer backpack.
Other: - Purify skill was learned during medical lesson. - Auto blink from danger by 50/50 chance. - Despite she doesn't have medical skill, she was trained to patch up themselves and their comrades. - She is good at cooking. - Contracted wind spirit makes her move fast and light footed.
Appearance: Louise Ironside is a beautiful woman who rivaling Kirsten York. She is 172cm tall, has a green eyes and blonde hair. She have a glass hour body and a milky skin tone. She wears standard female adventurers leather armor along with a hooded cape.
Bio: She is the only daughter of a wealthy family. Her family was historically a military family, so of course her father wished for the first child to be a strong son. However, following a difficult birth, her mother became unable to bear additional children. This was the first time in her family history that the family had a female heir.
Before she join the military, she was undergo harsh trail for both physical and mental and a month survivalist trail at nearby forest. Contracting a wind based spirit.
Completing the squire career, this mission will be her final requirement. Upon succeeding the task, she will proceed into knighthood.
Passives:
Weapon Prodigy: Due her training at young age. Louise got a fond of various weapon. Granting passive bonus combat effectiveness depending of the type of weapon. Adapt quicky when picking up unfamiliar weapon.
Unbending will (Passive) increase robustness. Louse is less likely to be affected by psychic manipulation such as sleep, hypnotism and mind-reading
Spells:
Purify (Self) (Active): Cleanse spell that remove disabling skill and active debuffs.
Flash step (Active): Blink 10m in any direction with a wind spell. Has 50% chance to be automatically active when attacked. Can only be activated twice per post. If the charge is depleted, the skill is disabled on the next post. Manual and automatic activation shares cooldown.
Wind Chant (Active): Protect herself from incoming damage with wind barrier. Knock back attackers upon casting. Blinking will cancel its effect and wind chant cannot be activated for the rest of the turn.
Equipment: Military issued musket and ammunition, one hand sword, military ration, mess kit, protective eyewear goggles, medical supplies and adventurer backpack.
Other: - Purify skill was learned during medical lesson. - Auto blink from danger by 50/50 chance. - Despite she doesn't have medical skill, she was trained to patch up themselves and their comrades. - She is good at cooking. - Contracted wind spirit makes her move fast and light footed.
How much is one expected to write in a single post? Seems verbose
Usually one paragraph is enough. Sometimes less if you get into a back and forth conversation with another player. The current IC might appear intimidating, but no one is expecting short stories per post.
I'd say feel free to submit a character for review. I also recommend joining the discord. It can make discussions easier. If at least to ask some questions and get answers.
Indeed,.I just have a recurring char that lives far away, and is technically foreign.
He heeded "orbital drop pod insertion."
You are not expected to have more layers of imagination than an onion, or to write war and peace.
I had to get mr bear from being in hibernation and into the mix. That's all. (But I do have a nasty wall o text habit... try not to pick it up, it's hard to break.)
My tried and true character. Not much has changed.
Name: Solomon Sparrow
Species: Archlich
Age: 251
Gender: Male
Appearance: A tall yet very thin man. His true height is 6’6”, however given his age, he if often hunched over making him appear shorter. He is often wearing travelers clothes made of cloth and leather. His attire is normally not seen as he also wears a large cloak that covers him from head to just before it reaches the floor. He also has a mask that covers his mouth and nose and a pair of gloves. Most of his clothes are black or dark gray in color. As a result, he is rarely completely seen aside from his eyes. When one does get to look at portions of him, such as his eyes or forearms, his skin appears tight, gray, and dehydrated. He eyes are sunken and of indeterminable color. Attached to his back by several belts is a rather large tome. The book appears old, and the pages yellowed. Two thin metal plates overlap either cover, and the book is sealed with several straps. Thin rune etchings are caved into the metal plates, and the leather straps.
Bio: Solomon had lived through war, peace, and war. He has seen the kingdom of Kindeance transform from a war bound ruler to a peaceful trading hub. Solomon lost his wife to Meche extremists which led him down his current path. Solomon vowed to one day find the means of properly adverting the finality of death. In that pursuit, he came across a variety of means that worked as a stopgap at most. However, eventually he led himself down the line of necromancy. Despite the risks, he underwent a ritual which bound his soul the the material plane, so that should he ever perish, his soul could never leave, and forever return. This method was not perfect. While it would keep him in the presence of the living, it was not overcoming death, it was merely replacing the destination of those who passed on. But it would be enough. Having already experienced death once before, Solomon sought revenge against those who took his wife from him. He also took revenge for those who severely wronged the innocent. He had genuine urge to help those in need, but these methods also helped fuel his phylactery, provide information on the processes of death, and eventually became his means of enforcement. No longer fearing an early end to his life, Solomon continued his studies. He encountered soul bound automatons, other undead, and even runelore. Eventually, Solomon realized that he had time, that death was no longer a deadline. He was filled with different emotions, but now having literal lifetimes in his future, he slowly began to acclimate to the lifespan of multiple generations. While he remained focused on his research, he continued with his life as he had always done prior to the death of his wife. He was a traveling doctor, offering medical aid to those village who were too poor, too far away, and just were unable to access magical healing from the few clerics that lived in the kingdom. As time passed on, he grew into obscurity. He was still known as a traveling doctor, but given his age, it didn’t seem right for him to constantly be brought up. And then there were the rumors of the undead he would travel with. Rare was it for him to be seen with the power, but common enough to stick with him as he traveled. It was these rumors of his expertise with beyond the grave did the king first approach him. It was common phrase that dead men told no tales. However, with Solomon, dead men could hide no secrets. In the four months since that adventure, Solomon made good use of the king’s generosity, take time to study the controversial, and otherwise limited materials found within the royal’s libraries. In the last four months, he has spent a lot of time revisiting runelore. Part because of Asevor, and part because of the soul binding aspect of the practice. At the same time, he insisted on staying with the von Kruber’s estate while the Fanghorn situation was settling through the winter. Much to the objections of everyone involved. However, her attitude had changed after a time where Solomon let Von Kruber’s widow peer into the tome he carried. Since then she ceased her protests, but remained distant to Solomon’s presence. Likewise, her children. The others remained unhappy about it. Being so close to Rascade, and the Von Kruber estate, Solomon would once again be called upon for his assistance beyond the medical expertise he still practices.
Passives: Medicine: Solomon is skilled in the practical application of medicine, bandages, and triage. Herblore: Solomon can forage materials and create medicines Alchemy: basic alchemy, Solomon can isolate infectious materials into vials Nomad: Solomon has spend years traveling from place to place, as a result, he almost always knows where he is insomuch as it’s an established road. He also knows how to forage for food and make basic meals. Undead: Solomon does not need to eat, drink, or sleep, though he can still participate for the pleasure of it. He also cannot be poisoned or diseased. Speak with Dead: Solomon can speak with the dead.
Spells: Using his spell book, Solomon has an innate skill to bind the living, undead, or recently deceased to the book and himself. This means that their souls will bind into the book and into his service. Any living person will not be under his control until after death. When bound to the book, their spirit takes on a form of undead should it even be called to manifest. This form is permanent, and is chosen by the spirit itself. What form it takes is usually also unknown to the person from whom the soul originates.
- Animate Dead: Solomon can bring back to life any dead body he comes into close proximity with. The undead being will retain primal instincts, though higher intelligent beings will be able to call upon their skills, muscle memory, and communicate as required. If the body is too damage to raise, a ghost will form instead. Raised dead will always obey Solomon’s commands. Creatures animated with way cannot be bound to his spell book. They can only do what is physically capable of them. - Summon Dead: Solomon can call upon the spirits harbored within his tome. Undead associated with that called spirit will form from the earth or air when applicable. Likewise, they will always appear as close to what they did when alive. They will also maintain their personality when applicable. However, they cannot disobey Solomon’s commands. They can only do what is physically possible of them. - Incorporeal form: For about 30 minutes, Solomon can turn into a black cloud entity. In this form, he is invulnerable to all physical interaction including walls, obstacles, and attacks. This also includes being unable to interact or speak. He is also incapable of performing any of his other spells in this form. While in this form he can change his size, increase his elevation, and merge with existing shadows. - Dagger hold: This spell will bind a person in place. Any attempt to move will cause the trapped creature pain as though they were pushing into a wall of knives. This can cause physical trauma. The strength of the hold is proportional to the strength of Solomon. It is possible to break out from, but the pain associated with it can be unbearable.
Equipment: Death Tome: Large spell book bound to his person, it holds the contracts of the living and dead who are bound to his will. It also acts as his anchor to the living realm, allowing him to continue existing in the world though he should have passed years ago. The book strapped to his back, partially covered by his robes, and clasped shut between two thin metal plates with several leather belts. As long as he has it, he has access to the spells and contracts inside. Should it ever be destroyed, Solomon would cease to be.
Healers Kit: glorified first aide. Knife roll: Rolled cloth holding knives of varying sizes Sewing Kit: needle and thread Potion’s kit: Vials, pestle and mortar, distiller, water skins and a pouch of commonly found ingredients Vials of unknown diseases Poison
Other: His late wife's name was Adeline.
The other character. The ‘just in case’ character.
Name: Athena Voltspear
Species: Yokai
Age: 127
Gender: Female
Appearance: Appears to be a that of a young woman with a height of about 5’5” and a weight of 115lb. She has a slim frame, but her musculature is tone. Her skin color is fair. She has three white stripes that end at the top of her forehead, moves up over her scalp. down the back of her neck, and end again at her lower back. These stripes are hard to see because in most light, the white of the stripes blend in with her normal skin color, and because she has hair and clothing covering them. However, the evidence of the stripes is evident through her hair. She has black hair, but there are similar strips of white hair that mirror her skin, almost like highlights. She has solid blue irises for her eyes with a slit pupil much like a cat’s. She does not have any tattoos, piercings, or discernible marks outside of the stripes across her head. Her most defining features are a pair of black cat ears at the either side of the top of her head with white tufts of fur, and a pair of pure black twin tails that sprout from her tailbone. She dons medium armor that is almost form fitting for her frame, appearing slender in appearance, but obviously offers decent protection against normal weaponry. The armor she has includes cuirass with a pointed sternum on the breastplate. She has surcoat that bears Kindeance colors. She also has tassets that acts like a skirt, and then front facing greaves for her shins. She also wears boots, and appears to have tiny feet. She has a pauldron and vambrace for right arm only. The rest of her armor is mainly leather clothing and belts so that she can keep some flexibility. She spends her free time as a cat. In this form, she is a short hair cat, completely black with three white stripes that travel from the top of her head down to the end of her back. Her front right paw is also white. She has blue eyes. She also has two tails in this form.
Bio: Athena was once the cat to a proud Kindeance Shield bearer of the royal army. This shield bearer was known as Voltspear. During the time before the declaration of peace, this shield bearer stood valiantly in the front lines, defending his soldiers, and pushing the enemy Meche army back. During the time of peace, Voltspear remained in the service of his king, and the heir of that king. Though his age prevented him from active duty, he remained vigilant. He trained new recruits, maintained equipment, and otherwise stood as an exemplar for his division. Through all of his loyalty, when off duty, he took care of a cat. He had found it one day after training, its leg trapped in the remains of some barbed wire. Deciding to take it in, Voltspear took care of the cat until it recovered. He adopted to feline, giving her the name Athena. They were inseparable. He even started taking the cat with him to the castle grounds. As he grew old, Athena grew along with him. It was rare to see Voltspear without his feline companion with him. It had become his signature appearance. One night, Athena woke atop her master’s chest disturbingly still. It was obvious to anyone, Voltspear had taken his last breath. Perhaps, it was a blessing to have passed in his sleep, peacefully. Having lived over one hundred years, never having once retired, it seemed like an inevitability. Yet, it was still a sorrowful revelation. Athena mourned the loss of her master, but that mourning and the love she had for him and the love he gave her awoke something in her. Athena found herself born anew, with a different scope of identity. She stood on all four, and stretched her back before she slid off the bed. With two feet, she walked towards the door, and opened it with her new found hands. One hundred years had passed since her birth, and she was lucky to have somehow lived that long in the loving care of Voltspear, and the garrison he helped foster. From then on, Athena was the mysterious new recruit to join the Kindeance army. In time, the connection between her and the late Voltspear was uncovered. It was indisputable that in some form or another she was the progeny of Voltspear. Yet, despite the similarities between some of her features, the knowledge she had of the Kindeance core, or even the fact they shared a name, no one made the connection between her and the cat Voltspear lovingly took in so many years ago. Quickly advancing among the ranks, and showing skill that the once famed Voltspear once displayed, it was hard for her to not be noticed by the leading parties within the castle. It certainly helped that she possessed some kind of magic that allowed her to preform her duties better. She seemly was able to appear out of no where, offering her shield when protection was needed, or her spear to push the offensive. Perhaps this ability could be of use to the king.
Passives: Polearm and shield skills Acrobatics and athletics
Detect life: Athena can detect the life force of living beings that are within about thirty feet of her position. As a result, she is hard to surprise.
Aspect of Feline: She can see farther than most humans, as well as able to see in the dark. She can also smell specific scents and associate certain scents to specific people or places. She is also very nimble and athletic, sporting more strength than her frame would suggest.
Spells: - Ghost Fire: She can create a ghostly flame on any surface, flammable or not. The fire is like any other flame, creating heat enough the burn. The fire cannot be put out, but the heat can be mitigated through a variety of cooling methods. The fire also cannot spread, but is hot enough to set fire to normally flammable materials. The size of the fire can cover an area of at most one square foot or less. The fire can only be cast up to 10 feet away. The fire extinguishes whenever a new fire is created, Athena is unconscious, Athena releases the flame, or she moves too far away. It burns a bright purple without embers.
- Transformation: Athena can turn into a cat. Any equipment she happens to be carrying also transforms along with her with the exception of luggage. In this form, she can move just like any ordinary cat can. She can transform back at will, her equipment manifesting along with her. While transformed, she maintains all of her capabilities, magical or non, including speech with the exception of Bulwark.
- Bulwark: Athena’s can create a shield directly in front of her, centered on her person. The shield is mostly impenetrable to physical and magical attacks. Her shield projects a magical wall that extends all sides of her by about three feet. Projectile and magical attacks from those she considers her allies are able to free pass through. While Bulwark is active, Athena is incapable of moving. Each blow the shield withstands drains her energy.
- Reiki Touch: Athena can bless one ally through touch. As so long as the two are within 50 feet of each other, any damage the blessed person sustains is instead dealt to Athena in full. This will leave the blessed individual unharmed. The damage Athena sustains is determined by the blessed individual’s equipment and enchantments. None of her own abilities can diminish the effects. The blessing will remain active until Athena dismisses the blessing, is too far away, is unconscious, or is killed including through damage sustained from the blessing.
Equipment:
Vos Vitale: A spear Athena had crafted herself. Or more accurately, a spear she had commissioned then modified. A hard wood shafted spear with a metal head. The spear head has a long neck bolted to the shaft. The spearhead is long and sharp, without any barbs. At the base of the point, but still apart of the metal neck is embedded two white pearls on opposite sides of each other. The spearhead and neck are black in color, in contrast to the bright white pearls.
Loyale Fudo: One half of the twin tower shields Voltspear used to wield during his time in service. A large shield, 4.5ft tall and 2ft wide. The shield has a slight curve along the outside of the left side. The shield is made out of wood with metal plating, making it rather heavy, through Athena is able to wield it without difficulty. The face of the shield has several dents. There is half the Kindeance coat of arms painted on the front equally scratched and faded with time. The half image implies the rest of it is on another tower shield that matches with this one, oddly meant to be wielded together. The shield the completes Athena’s is mounted within the garrison at Rascade.
Medium armor: Standard armor in which Athena can move nimbly in. Consists mainly of a cuirass, tassets and greaves. There is also a vambrace, and pauldron for the her spear arm. The rest of her body is covered in leather more for flexibility while still offering some protection.
Dagger
Other: She dislikes being wet. While she won’t freak out, the idea of being out in the rain or lake is not appealing to her.
In case you want my formalized approval, your character is approved!
Appearance: Varya is a elf man who stands at 175.26 Centimeters tall. His skin is a pale blue. He has chin length ebon black hair cut into a meticulously neat and tidy bob cut. He has cool dark brown eyes adorning his feminine, handsome bishounen face. His nails are painted blue, and he wears glossy black lipstick. His build is lean and toned, with visible abs, giving him a very androgynous appearence. He is obsessed with his image and loves fashion, always seeking to dress for the occassion, often favoring the colors blue or green. When traveling abroad or across the wilderness he will prioritize more simplistic tunics or tied up shirts, leggings and cloaks for practicality, and chain mail and gambeson armor for protection. In more formal or relaxed settings he prefers to dress more dapper and stylish, such as wearing suits and ties, or long billowy robes.
Bio: Varya Chandrar was an Elf born in a land far to the east under a shining moon. Loyalty is a virtue near and dear to Varya's heart, and he wanted to express it in someway, hince he desired to find someone to share it with. To find such worthy people, he became a mercenary scout for hire. In order to maintain a good reputation, he made it a point to never betray his employers, no matter how much money somebody else offered, so as not to seem duplicitous or treacherous, a label he reviled. Honor is of great importance to Varya, as he would rather die than live dishonored. If he wanted to earn others loyalty, he himself must show loyalty.
Varya's reputation for dutifully following orders and his skills in battle and gathering intelligence eventually reached the ears of the King of Kindeance, and an invitation was sent to Varya. Varya sees this as an oppurtunity to prove himself worthy of respect, and to the next step to find great people worthy of his dedication and service.
Passives: Elf Physiology Acrobatic and Athletic Extensive Bow Training Martial Arts Training Minor Daggers, Shortswords and Hammers skills Stealth Expertise: Has practiced silencing footsteps and breathing very quietly in order to get the drop on less wary opponents
Spells:
Bhumidevi's Embrace: Requires skin contact with natural earth, rock, or soil, and cannot be used in high stress situations like combat. Turbo charges the benefits of Earthing, accelerates natural healing from aliments and injuries, increases stamina recovery, reduces need for food, reduces pain, thins blood, increases the quality of sleep, and lowers inflammation. The longer Varya is in contact with the earth, the greater the effects. Does not work in ultra dry soils like those found in deserts.
Bull's Strength: Tremendously boosts physical strength, mimicking a mighty Bull. 2 Post Duration. Can't be used at the same time as Cat's Grace.
Cat's Grace: Increases agility, flexibility, balance, finesse, hand-eye coordination, speed, and overall nimbleness, mimicking a Cat's deftness. 2 Post Duration. Can't be used at the same time as Bull's Strength.
Shadow Walk: Uses Illusion magic to mask presence. Become completely invisible to normal sight, muffles sounds and quiets footsteps. 2 Post Duration
Equipment: Crescent Moon: An enormous white wood C-shaped longbow with silver linings. The bow is as tall as Varya and requires great strength to draw. Family Heirloom: Silver necklace with a sapphire jewel Waterskin Butterfly swords Wooden Shield Cane Sword Warhammer Chain Mail and Gambeson armor Backpack Suitcase Compass Flint and Steel Soap
Other: Varya is a Kuudere Femboy. Varya is a vegetarian
Appearance: Varya is a elf man who stands at 175.26 Centimeters tall. His skin is a pale blue. He has chin length ebon black hair cut into a meticulously neat and tidy bob cut. He has cool dark brown eyes adorning his feminine, handsome bishounen face. His nails are painted blue, and he wears glossy black lipstick. His build is lean and toned, with visible abs, giving him a very androgynous appearence. He is obsessed with his image and loves fashion, always seeking to dress for the occassion, often favoring the colors blue or green. When traveling abroad or across the wilderness he will prioritize more simplistic tunics or tied up shirts, leggings and cloaks for practicality, and chain mail and gambeson armor for protection. In more formal or relaxed settings he prefers to dress more dapper and stylish, such as wearing suits and ties, or long billowy robes.
Bio: Varya Chandrar was an Elf born in a land far to the east under a shining moon. Loyalty is a virtue near and dear to Varya's heart, and he wanted to express it in someway, hince he desired to find someone to share it with. To find such worthy people, he became a mercenary scout for hire. In order to maintain a good reputation, he made it a point to never betray his employers, no matter how much money somebody else offered, so as not to seem duplicitous or treacherous, a label he reviled. Honor is of great importance to Varya, as he would rather die than live dishonored. If he wanted to earn others loyalty, he himself must show loyalty.
Varya's reputation for dutifully following orders and his skills in battle and gathering intelligence eventually reached the ears of the King of Kindeance, and an invitation was sent to Varya. Varya sees this as an oppurtunity to prove himself worthy of respect, and to the next step to find great people worthy of his dedication and service.
Passives: Elf Physiology Acrobatic and Athletic Extensive Bow Training Martial Arts Training Minor Daggers, Shortswords and Hammers skills Stealth Expertise: Has practiced silencing footsteps and breathing very quietly in order to get the drop on less wary opponents
Spells:
Bhumidevi's Embrace: Requires skin contact with natural earth, rock, or soil, and cannot be used in high stress situations like combat. Turbo charges the benefits of Earthing, accelerates natural healing from aliments and injuries, increases stamina recovery, reduces need for food, reduces pain, thins blood, increases the quality of sleep, and lowers inflammation. The longer Varya is in contact with the earth, the greater the effects. Does not work in ultra dry soils like those found in deserts.
Bull's Strength: Tremendously boosts physical strength, mimicking a mighty Bull. 2 Post Duration. Can't be used at the same time as Cat's Grace.
Cat's Grace: Increases agility, flexibility, balance, finesse, hand-eye coordination, speed, and overall nimbleness, mimicking a Cat's deftness. 2 Post Duration. Can't be used at the same time as Bull's Strength.
Shadow Walk: Uses Illusion magic to mask presence. Become completely invisible to normal sight, muffles sounds and quiets footsteps. 2 Post Duration
Equipment: Crescent Moon: An enormous white wood C-shaped longbow with silver linings. The bow is as tall as Varya and requires great strength to draw. Family Heirloom: Silver necklace with a sapphire jewel Waterskin Butterfly swords Wooden Shield Cane Sword Warhammer Chain Mail and Gambeson armor Backpack Suitcase Compass Flint and Steel Soap
Other: Varya is a Kuudere Femboy. Varya is a vegetarian
Appearance: Shorter than average, dark hair, somewhat sun-kissed skin from outdoor activity, and way less scars than one would've expect. Often clad in a set of brigandine adorned with a piece of suspiciously familiar scrap of purple fabric (or a pretty dress, at rarer occasion), and always with at least one weapon in her person.
Bio: When Yvonne was born she's the only child to the opulent but very much declining house Rosenving, it took less than two more decades of ridiculous parties and all-around bad financial management before it was driven to the verge of bankruptcy. Naturally there comes the talk of marriage upon which Yvonne, an oddball obsessed with distinctly unladylike things like driving the business end of a weapon into someone's soft flesh, all but absconded with her great-grandfather's blade. The rest of her life was spent in a wild ride of mercenary work and avoiding (more commonly, well, thoroughly violencing) the men hired by her family and/or her would-be fiance to bring her back. Her journey brought her all round the three kingdoms and more, even after her ancestral home collapsed and pursuers stopped coming.
After stashing the kingly ransom from the last job into a Helvetian bank, Yvonne made her return for the second part as promised. With risk comes reward, and surely ol' Freddy wouldn't be stingy this time around? Besides, she came better prepared this time around...
Skillset: Well versed in outdoor survival, knack for murder and violence, oddly high spatial awareness, dancing, easily thrives in chaotic situation, very good at intimidation, weaves pretty dang well, and is proficient using common melee weapons. Personally prefers the mace despite her title.
Spells: -Mansplitter (Self-buff. Gain inhuman strength for a very short period. The stronger the effect, the greater the backlash.) -Warcry (AoE debuff. Inflict terror in a wide area. Greater effect on closer target, and greater effect on direction Yvonne is facing.) -Bloodlust (Passive. Haste, pain tolerance, and resistance to mental effect. Starts off weak but ramps up as the fight goes on.) -Resilience (Passive. Harder to injure, less affected by existing injuries, and heals a lot faster than normal at the cost of increased calorie usage.)
Equipment: Daily necessities (preserved rations, a tin pot, medical supply, knapping, change of clothes, etc), adorned brigandine, the sword her great-grandfather wielded that probably never saw use since then until it landed in her hands, a heavy flanged mace, a rondel dagger, a belt of high-quality potions in silver flasks.
Other: Can be inserted to the plot any time it's convenient (or fun) to do so.
Appearance: Shorter than average, dark hair, somewhat sun-kissed skin from outdoor activity, and way less scars than one would've expect. Often clad in a set of brigandine adorned with a piece of suspiciously familiar scrap of purple fabric (or a pretty dress, at rarer occasion), and always with at least one weapon in her person.
Bio: When Yvonne was born she's the only child to the opulent but very much declining house Rosenving, it took less than two more decades of ridiculous parties and all-around bad financial management before it was driven to the verge of bankruptcy. Naturally there comes the talk of marriage upon which Yvonne, an oddball obsessed with distinctly unladylike things like driving the business end of a weapon into someone's soft flesh, all but absconded with her great-grandfather's blade. The rest of her life was spent in a wild ride of mercenary work and avoiding (more commonly, well, thoroughly violencing) the men hired by her family and/or her would-be fiance to bring her back. Her journey brought her all round the three kingdoms and more, even after her ancestral home collapsed and pursuers stopped coming.
After stashing the kingly ransom from the last job into a Helvetian bank, Yvonne made her return for the second part as promised. With risk comes reward, and surely ol' Freddy wouldn't be stingy this time around? Besides, she came better prepared this time around...
Skillset: Well versed in outdoor survival, knack for murder and violence, oddly high spatial awareness, dancing, easily thrives in chaotic situation, very good at intimidation, weaves pretty dang well, and is proficient using common melee weapons. Personally prefers the mace despite her title.
Spells: -Mansplitter (Self-buff. Gain inhuman strength for a very short period. The stronger the effect, the greater the backlash.) -Warcry (AoE debuff. Inflict terror in a wide area. Greater effect on closer target, and greater effect on direction Yvonne is facing.) -Bloodlust (Passive. Haste, pain tolerance, and resistance to mental effect. Starts off weak but ramps up as the fight goes on.) -Resilience (Passive. Harder to injure, less affected by existing injuries, and heals a lot faster than normal at the cost of increased calorie usage.)
Equipment: Daily necessities (preserved rations, a tin pot, medical supply, knapping, change of clothes, etc), adorned brigandine, the sword her great-grandfather wielded that probably never saw use since then until it landed in her hands, a heavy flanged mace, a rondel dagger, a belt of high-quality potions in silver flasks.
Other: Can be inserted to the plot any time it's convenient (or fun) to do so.
My first ever post in this website and created my debut character as well. As a complete beginner I will comply to GM's guidance and balancing as much as it needed.
"I put myself at your mercy."
Name : Sir Garpha
Species : Human
Age : 39
Gender : Male
Height : 176 cm (5'8”)
Appearance:
An adult human male with a lean physique and defined muscles, broad shoulders, smooth ashen skin, long-and-pepper textured wavy hair. An eerily attractive complexion with a flat expression, his deep bright amber eyes gave a piercing stare. Older than he seems, he looks like someone in his late twenties.
For his usual occasion he uses a simple shirt under form-fitted neck-length collared doublet with over-extended shoulder padding with removable sleeves tied with intricate cords and dark-colored leather jerkin on top. Wear reinforced trousers, a small satchel bag, and strapped with utility belt and knife rolls. Use boots just under knee-length with sturdy soles and wrist-length gloves. His all-black attire was covered with a calf-length dark hooded robe to conceal it all.
Bio:
During scavenging of destroyed village they stumbled upon; some nomadic mercenary group found a dying female in the middle of child labor. They helped her labor and then born a wailing baby tightly grabbing his nuchal cord. Just after the baby born before passing away from child labor, she says the word “Garpha” and so the baby is named after her last word. Unbeknownst to anyone, the baby that has just born has the innate talent—a blessing—of a truth seer. Someone who can differentiate what’s lies and what’s not.
Years passed by, young Garpha was raised as a mercenary. With mediocre skill using standard weaponry, Garpha filled the role of one who takes care of the group’s well being along with other members. Later they discover Garpha’s unusual talent for ropes and whip after playing with vines and later uses snake whip as his weapon of choice. Through many experiences they share, the group grows attached to him that they consider him as their family. And after many more, they realized that Garpha can exactly tell who’s lying and who’s not.
After some time, they enter a kingdom in decline between Tretagor and Varenheim. This mercenary group is called upon by the king to perform missions. On the go, they talk about young Garpha’s truth seeing ability to the King. The king thought that’s amusing and played along with him. Sometime after a couple moments of kicks-and-giggle, the King realizes Garpha’s potential and eventually takes him seriously. After he swears loyalty to the king and an agreement that if he ever crosses the kingdom they will hunt and execute his whole group including him, which fortunately never happened, the kingdom takes him in as the youngest squire ever in the kingdom’s history. With basic knowledge about fighting and weaponry he already got from his group, the kingdom molded him from a young age to be a special unit of the black-ops team and later as an interrogator.
After going through the ranks to the top, he once again solidified his loyalty to the royal family through consensus emasculation and was later appointed as personal bodyguard of the royal family. After serving directly under the king for decades with great accomplishments helping the kingdom from its ruin, he’s given the highest knightly title along with a unique imperial armament that only suits him and later became his majesty’s closest advisor.
Years passed by. After the death of the king, his eldest son rose to position substituting his father's throne. There are some changes to the kingdom’s rule for the better or worse. Continuing the role of his late father as a client king to the now Nation of Kindeance, his new majesty accepts Fredericus's invitation and orders Garpha to assist Kindeance in any way possible.
Passives and Skillsets:
- Truth Seer: Garpha’s innate ability. Able to distinguish truth from deceptions from his interlocutor’s statements whether verbally or non-verbal gestures and expressions. He does not make other says truthful statements unwillingly, so he still needs to extract information by other means. It has no effect on machinery like an automaton. Less effective in written statements, a person with memory loss or ones that is brainwashed in the sense that he cannot determine their quality of information but knew something was off. Also bound to the interlocutor’s culture, for example, such as in a certain region a nod meant as a disagreement or disapproval will register to Garpha as an approval or agreement instead. Therefore, verbal statement is the most ideal. Unfavorable side effect of this ability is people become wary to say anything to him. This leads to most people staying away from him and makes him detached from social interactions. He copes with this condition by talking and playing with animals.
- Chronic Insomnia: Due to the emotional and psychological toll from his intense service as leading interrogator, Garpha has trouble initiating sleep and have a hard time getting into deep sleep. With the use of his weapon ability, his quality of sleep and time spent on sleeping could be further worsened with the extreme use of his unique weapon. A lower immune system leads to increased pain sensitivity and is more susceptible to infections. Undisturbed full deep sleep session awakens him in peak condition, usually lasts 16 hours and even 24 hours if extremely exhausted. Awakened mid sleep results in lower performance and difficult to stay alert, and hallucination if extremely exhausted.
- Eunuch: Through emasculation due to the roles of personal bodyguard of the royal family, Garpha becomes a eunuch. A status of absolute loyalty to the royal family and trusted by the king. Other than lacking deepening of the voice, little to no body and facial hair, and other development of secondary sexual characteristics, he has no sexual drive and is not capable of any sexual activity. Less muscle mass results in lower strength compared to men with just as much training as him, but increased stamina and durability.
- Whip Mastery: Peak proficiency in the use of whip and elongated objects that can be used to restraint such as ropes, chains, and vines. His degree of mastery includes grabbing intricate things with delicate use of the whip, disarm of enemies’ weaponry, move from one place to another like climbing buildings by grabbing a protruding foundation of a house and arboreal movements like swinging from one tree to another by grabbing its branch, also capable of deflecting multiple arrows about half a dozen projectiles that shoots at him with relative ease. Effective area is as long the whip itself.
- Advanced Martial Arts: Because of the ineffective range of whip at under 6 feet, Garpha needs to have some counter measure and that is a unique martial art similar to standing throw as well as ground wrestling that use techniques including but not limited to throwing an opponent, immobilize them with a pin, or force an opponent to submit with a joint lock or a choke. Also, some underhanded techniques like tripping, eye gouging, and other vital point strikes like crotch area, jab to the neck, etc. This martial technique is further reinforced by using his whip not to lash at enemies but to immobilize and restrain them by shackling their limbs with intricate tying technique to capture them. Can also uses his unique weapon to mitigate incoming attacks by covering the body surface area just before an impact or straight up blocking the attack point blank with his durable whip.
- Intermediate Multiple Language Fluency: As an expert interrogator, he expected to be familiar with other languages. Known languages other than his native language and languages from the kingdom he was raised in and its proximity areas, it includes the language of urban area around Kindeance and Mechedonia.
- Intermediate Lip Reading: Learned to further improve the use of his Truth Seer ability. Effective within 7 meters (23 ft).
- Lesser Trap Detection: With his experience as a part of a special squad directly under the old king by observing other member that were adept at trap detection, he gained some knowledge to detect one. Able to detect simple traps within 10 meters (33 ft).
- Lesser Knife Throwing: Act as range weapon. Not adept nor particularly strong attack. Not lethal except hitting vital organs. It can also be used as a distraction.
Spells:
- Serpentine Subjugation: Manipulate any elongated object that can naturally bend into a serpent-like thing that slithers away. Active upon physical skin body contact with the object. Used to bind and constrict enemy movements. The constricting power is comparable to the user’s current physical power and the object’s material durability. The serpentines can give a pseudo-sensory feeling they experience to the user upon the user’s mind focusing. It can be remotely controlled with the user’s mind focus. Up to 3 serpentines can be controlled this way at the same time. Up to 50 serpentines can exist at the same time with uncontrolled simple commands like “restricts anyone that’s not an ally”. Also used as distraction. Effective control within the range of 50 meters (164 ft). Loses the effects when the user stops focusing, losing consciousness, the serpentine objects destroyed, dispeled, etc. Automatically lose effect after 5 minutes except with continuous mind focus. If cast into his unique weapon, Járnormur, the user can still use its abilities as if he directly touches it.
- Dispel Magic: This spell ends ongoing spells that have been cast on a creature or object, to temporarily weaken the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spell. A dispelled spell ends as if its duration had expired. Some spells can’t be defeated by Dispel Magic. Magical enchantment that physically alters the object cannot be disenchanted.
- Spell Suppression: Prevents a target creature or object from casting active spells for a while. Does not remove spells that are currently applied or taking effect. Could only cast Spell Suppression to a person currently restrained by Serpentine Subjugation.
- Vision Link: This spell allows the user to have a vision of what the creature he physically touches see from their perspective. Also, allows the creature he touch to perceive the experience he stored in his memory.
Equipment:
Main Weapon: Járnormur
An ancient armament in the form of a peculiar snake whip made of unknown material. Once one of many sacred weapons of the old king's royal armory. Adorned with a serpent head on its knot and an unknown inconspicuous runic inscription, 4 meters (13 ft) in total length, it has the color of matte silver covering from end to end. Remarkably durable to physical and magical attacks, even to extreme heat change. Able to withstand strong gastric acid of most foul beasts. Due to its unique properties, Járnormur can transfer the spell that needed its caster physical contact through it instead, acting as if it's one’s limb.
Járnormur chooses its user and will continuously drain mana of the person it makes physical contact with if it deemed them unworthy. Unworthy users cannot use any of its abilities. It can consume mana of its user on their command to further enhance its durability. Whenever it is damaged, it slowly drains its user mana to repair itself from any physical damage. It won't repair itself if the user is in grave danger and in dire need of mana to heal themselves.
If the user chooses to do so, at the expense of the mana and stamina of its user, Járnormur and its shockwave can hit the intangibles, ranging from elemental substances or matter with relatively dense mana, usually from cast spells to things like concentrated souls of once a living being. If the elemental substance or matter gets hit, it will vanish. If the intangible souls are lashed at and touched with the whip's tip, it gives an equivalent feeling to the target of getting hit with a kick from an adult wild stallion at full force to their unprotected face. Less of that if they get touched with another part of the whip comparable to the force of the whip applied. Cannot hit the soul of a living being.
Instant activation and deactivation of this ability upon the application of mana to the whip. In this state, the physical exhaustion is comparable to anaerobic exercise. Will drains a significant pool of mana upon each successful strike. Prolonged use of this state in a ceaseless uninterrupted whole 2 minutes causes exhaustion, with even further use causing the user to constipate and eventually faint. Daily usage of these abilities causes hallucinations and instills fear directly into the user's mind. The user can grab Járnormur's unique handle and effortlessly untangle it and resembles separating a thread into strands, revealing a pair of identical looking flexible thin blade strips each resembling a whip. Can be as easily fused again from the handle or the tip as both parts naturally coiled into a singular whip upon contact. It has a distinct sound like a ferocious blade when it goes through air space with great speed, giving intimidation to enemies but lose its silent properties. Each whip is double-edged and significantly more agile, making them specialized for offensive use while still maintaining its innate durability. It's so thin that it seems invisible if looked at from a certain angle, like directly at the front of the blades, making it difficult to visually detect an incoming attack. There are two other modes other than the regular mode to it when used in this way:
- Tvíbura Járnormar: Have significantly longer reach due to it uncoils and sharp enough to cut bodies in a breeze. Even sharper to the point of slicing regular armor with more mana applied to it. It is difficult to be used for grabbing things without slicing the target in the process. Need to be wielded two-handed. Excellent for mid-range combat. Not recommended for indoor use.
- Tvíhöfða Járnormur: After the user separates the handle, they reattach it upside down, then after a swing the thong unravels, making it a "double bladed" whip. Rather than for offensive usage, it provides a more balanced striking and defensive ability with front and back coverage. Due to its unique design, it provides a different attack pattern than that of a normal whip, which makes it hard to deal with. Excellent choice for getting grouped by enemies from all sides. Unsuitable for indoor usage especially when getting cornered.
Depends on the trip taken, at most he brings this equipment:
- Secondary snake whip. An average whip with a flexible handle. - A rope. A thin durable rope made from common natural fibers. 12 meters (39 ft) in length. - Linen sack. Hold his needs. - A shirt for change and two clean pieces of long cotton cloth. - Special cooking equipment. Small skillet, utensils, and some seasonings. Specially made for the reckon teams. Compact, doesn’t make a lot of noise. - Waterskin. Holds fresh water. - Leather side bag. Hold his other necessities. - Knight of the Royal Family Insignia. A metal insignia to identify oneself. - Utility belt. Contain potions and other trinkets. - Knife rolls. Strapped to his chest diagonally under his cloak. With many types of knives equipped, from throwing knife to utilitarian knife. - Simple first aid kit. To patch wounds, etc. - Fire starter kit. It consists of steel, flint rocks, char cloth, hemp tow, and a couple of short candles. - Soap. A bar of soap made from natural ingredients. - Dry compass.
Other: - He thinks of any animals as cute because they’re straightforward. - The fact that Garpha's a eunuch is not publicly known. - Does not drink alcoholic beverages.
My first ever post in this website and created my debut character as well. As a complete beginner I will comply to GM's guidance and balancing as much as it needed.
"I put myself at your mercy."
Name : Sir Garpha
Species : Human
Age : 39
Gender : Male
Height : 176 cm (5'8”)
Appearance:
An adult human male with a lean physique and defined muscles, broad shoulders, smooth ashen skin, long-and-pepper textured wavy hair. An eerily attractive complexion with a flat expression, his deep bright amber eyes gave a piercing stare. Older than he seems, he looks like someone in his late twenties.
For his usual occasion he uses a simple shirt under form-fitted neck-length collared doublet with over-extended shoulder padding with removable sleeves tied with intricate cords and dark-colored leather jerkin on top. Wear reinforced trousers, a small satchel bag, and strapped with utility belt and knife rolls. Use boots just under knee-length with sturdy soles and wrist-length gloves. His all-black attire was covered with a calf-length dark hooded robe to conceal it all.
Bio:
During scavenging of destroyed village they stumbled upon; some nomadic mercenary group found a dying female in the middle of child labor. They helped her labor and then born a wailing baby tightly grabbing his nuchal cord. Just after the baby born before passing away from child labor, she says the word “Garpha” and so the baby is named after her last word. Unbeknownst to anyone, the baby that has just born has the innate talent—a blessing—of a truth seer. Someone who can differentiate what’s lies and what’s not.
Years passed by, young Garpha was raised as a mercenary. With mediocre skill using standard weaponry, Garpha filled the role of one who takes care of the group’s well being along with other members. Later they discover Garpha’s unusual talent for ropes and whip after playing with vines and later uses snake whip as his weapon of choice. Through many experiences they share, the group grows attached to him that they consider him as their family. And after many more, they realized that Garpha can exactly tell who’s lying and who’s not.
After some time, they enter a kingdom in decline between Tretagor and Varenheim. This mercenary group is called upon by the king to perform missions. On the go, they talk about young Garpha’s truth seeing ability to the King. The king thought that’s amusing and played along with him. Sometime after a couple moments of kicks-and-giggle, the King realizes Garpha’s potential and eventually takes him seriously. After he swears loyalty to the king and an agreement that if he ever crosses the kingdom they will hunt and execute his whole group including him, which fortunately never happened, the kingdom takes him in as the youngest squire ever in the kingdom’s history. With basic knowledge about fighting and weaponry he already got from his group, the kingdom molded him from a young age to be a special unit of the black-ops team and later as an interrogator.
After going through the ranks to the top, he once again solidified his loyalty to the royal family through consensus emasculation and was later appointed as personal bodyguard of the royal family. After serving directly under the king for decades with great accomplishments helping the kingdom from its ruin, he’s given the highest knightly title along with a unique imperial armament that only suits him and later became his majesty’s closest advisor.
Years passed by. After the death of the king, his eldest son rose to position substituting his father's throne. There are some changes to the kingdom’s rule for the better or worse. Continuing the role of his late father as a client king to the now Nation of Kindeance, his new majesty accepts Fredericus's invitation and orders Garpha to assist Kindeance in any way possible.
Passives and Skillsets:
- Truth Seer: Garpha’s innate ability. Able to distinguish truth from deceptions from his interlocutor’s statements whether verbally or non-verbal gestures and expressions. He does not make other says truthful statements unwillingly, so he still needs to extract information by other means. It has no effect on machinery like an automaton. Less effective in written statements, a person with memory loss or ones that is brainwashed in the sense that he cannot determine their quality of information but knew something was off. Also bound to the interlocutor’s culture, for example, such as in a certain region a nod meant as a disagreement or disapproval will register to Garpha as an approval or agreement instead. Therefore, verbal statement is the most ideal. Unfavorable side effect of this ability is people become wary to say anything to him. This leads to most people staying away from him and makes him detached from social interactions. He copes with this condition by talking and playing with animals.
- Chronic Insomnia: Due to the emotional and psychological toll from his intense service as leading interrogator, Garpha has trouble initiating sleep and have a hard time getting into deep sleep. With the use of his weapon ability, his quality of sleep and time spent on sleeping could be further worsened with the extreme use of his unique weapon. A lower immune system leads to increased pain sensitivity and is more susceptible to infections. Undisturbed full deep sleep session awakens him in peak condition, usually lasts 16 hours and even 24 hours if extremely exhausted. Awakened mid sleep results in lower performance and difficult to stay alert, and hallucination if extremely exhausted.
- Eunuch: Through emasculation due to the roles of personal bodyguard of the royal family, Garpha becomes a eunuch. A status of absolute loyalty to the royal family and trusted by the king. Other than lacking deepening of the voice, little to no body and facial hair, and other development of secondary sexual characteristics, he has no sexual drive and is not capable of any sexual activity. Less muscle mass results in lower strength compared to men with just as much training as him, but increased stamina and durability.
- Whip Mastery: Peak proficiency in the use of whip and elongated objects that can be used to restraint such as ropes, chains, and vines. His degree of mastery includes grabbing intricate things with delicate use of the whip, disarm of enemies’ weaponry, move from one place to another like climbing buildings by grabbing a protruding foundation of a house and arboreal movements like swinging from one tree to another by grabbing its branch, also capable of deflecting multiple arrows about half a dozen projectiles that shoots at him with relative ease. Effective area is as long the whip itself.
- Advanced Martial Arts: Because of the ineffective range of whip at under 6 feet, Garpha needs to have some counter measure and that is a unique martial art similar to standing throw as well as ground wrestling that use techniques including but not limited to throwing an opponent, immobilize them with a pin, or force an opponent to submit with a joint lock or a choke. Also, some underhanded techniques like tripping, eye gouging, and other vital point strikes like crotch area, jab to the neck, etc. This martial technique is further reinforced by using his whip not to lash at enemies but to immobilize and restrain them by shackling their limbs with intricate tying technique to capture them. Can also uses his unique weapon to mitigate incoming attacks by covering the body surface area just before an impact or straight up blocking the attack point blank with his durable whip.
- Intermediate Multiple Language Fluency: As an expert interrogator, he expected to be familiar with other languages. Known languages other than his native language and languages from the kingdom he was raised in and its proximity areas, it includes the language of urban area around Kindeance and Mechedonia.
- Intermediate Lip Reading: Learned to further improve the use of his Truth Seer ability. Effective within 7 meters (23 ft).
- Lesser Trap Detection: With his experience as a part of a special squad directly under the old king by observing other member that were adept at trap detection, he gained some knowledge to detect one. Able to detect simple traps within 10 meters (33 ft).
- Lesser Knife Throwing: Act as range weapon. Not adept nor particularly strong attack. Not lethal except hitting vital organs. It can also be used as a distraction.
Spells:
- Serpentine Subjugation: Manipulate any elongated object that can naturally bend into a serpent-like thing that slithers away. Active upon physical skin body contact with the object. Used to bind and constrict enemy movements. The constricting power is comparable to the user’s current physical power and the object’s material durability. The serpentines can give a pseudo-sensory feeling to the user upon the user’s mind focusing. It can be remotely controlled with the user’s mind focus. Up to 3 serpentines can be controlled this way at the same time. Up to 50 serpentines can exist at the same time with uncontrolled simple commands like “restricts anyone that’s not an ally”. Also used as distraction. Effective control within the range of 50 meters (164 ft). Loses the effects when the user stops focusing, losing consciousness, the serpentine objects destroyed, dispel, etc. Automatically lose effect after 5 minutes except with continuous mind focus. If cast into his unique weapon, Járnormur, the user can still use its abilities as if he directly touches it.
- Dispel Magic: This spell ends ongoing spells that have been cast on a creature or object, to temporarily weaken the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spell. A dispelled spell ends as if its duration had expired. Some spells can’t be defeated by Dispel Magic.
- Spell Suppression: Prevents a target creature or object from casting active spells for a while. Does not remove spells that are currently applied or taking effect.
- True Seeing: This spell gives the willing creature you touch, including yourself, the ability to see things as they actually are. For the duration, the creature gains True Sight buff. A creature with True Sight can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions, notice secret doors hidden by magic, and perceive the original form of a creature that is transformed or alter his physical appearance by magic. Furthermore, the creature can see into the Ethereal Plane, all out to a range of 100 meters (328 ft). It can be cast into two creatures at the same time. Each cast spell lasts 30 minutes. Have a cooldown of 12 hours.
Equipment:
Main Weapon: Járnormur
An ancient armament in the form of a peculiar snake whip made of unknown material. Once one of many sacred weapons of the old king's royal armory. Adorned with a serpent head on its knot and an unknown inconspicuous runic inscription, 4 meters (13 ft) in total length, it has the color of matte silver covering from end to end. Remarkably durable to physical and magical attacks, even to extreme heat change. Able to withstand strong gastric acid of most foul beasts. Due to its unique properties, Járnormur can transfer the spell that needed its caster physical contact through it instead, acting as if it's one’s limb.
Járnormur chooses its user and will continuously drain mana of the person it makes physical contact with if it deemed them unworthy. Unworthy users cannot use any of its abilities. It can consume mana of its user on their command to further enhance its durability. Whenever it is damaged, it slowly drains its user mana to repair itself from any physical damage. It won't repair itself if the user is in grave danger and in dire need of mana to heal themselves.
If the user chooses to do so, at the expense of the mana and stamina of its user, Járnormur and its shockwave can hit the intangibles, ranging from elemental substances or matter with relatively dense mana, usually from cast spells to things like concentrated souls of once a living being. If the elemental substance or matter gets hit, it will vanish. If the intangible souls are lashed at and touched with the whip's tip, it gives an equivalent feeling to the target of getting hit with a kick from an adult wild stallion at full force to their unprotected face. Less of that if they get touched with another part of the whip comparable to the force of the whip applied. Cannot hit the soul of a living being.
Instant activation and deactivation of this ability upon the application of mana to the whip. In this state, the physical exhaustion is comparable to anaerobic exercise. Will drains a significant pool of mana upon each successful strike. Prolonged use of this state in a ceaseless uninterrupted whole 2 minutes causes exhaustion, with even further use causing the user to constipate and eventually faint. Daily usage of these abilities causes hallucinations and instills fear directly into the user's mind. The user can grab Járnormur's unique handle and effortlessly untangle it and resembles separating a thread into strands, revealing a pair of identical looking flexible thin blade strips each resembling a whip. Can be as easily fused again from the handle or the tip as both parts naturally coiled into a singular whip upon contact. It has a distinct sound like a ferocious blade when it goes through air space with great speed, giving intimidation to enemies but lose its silent properties. Each whip is double-edged and significantly more agile, making them specialized for offensive use while still maintaining its innate durability. It's so thin that it seems invisible if looked at from a certain angle, like directly at the front of the blades, making it difficult to visually detect an incoming attack. There are two other modes other than the regular mode to it when used in this way:
- Tvíbura Járnormar: Have significantly longer reach due to it uncoils and sharp enough to cut bodies in a breeze. Even sharper to the point of slicing regular armor with more mana applied to it. It is difficult to be used for grabbing things without slicing the target in the process. Need to be wielded two-handed. Excellent for mid-range combat. Not recommended for indoor use.
- Tvíhöfða Járnormur: After the user separates the handle, they reattach it upside down, then after a swing the thong unravels, making it a "double bladed" whip. Rather than for offensive usage, it provides a more balanced striking and defensive ability with front and back coverage. Due to its unique design, it provides a different attack pattern than that of a normal whip, which makes it hard to deal with. Excellent choice for getting grouped by enemies from all sides. Unsuitable for indoor usage especially when getting cornered.
Depends on the trip taken, at most he brings this equipment:
- Secondary snake whip. An average whip with a flexible handle. - A rope. A thin durable rope made from common natural fibers. 12 meters (39 ft) in length. - Linen sack. Hold his needs. - A shirt for change and two clean pieces of long cotton cloth. - Special cooking equipment. Small skillet and utensils. Specially made for the reckon teams. Compact, doesn’t make a lot of noise. - Waterskin. Holds fresh water. - Leather side bag. Hold his other necessities. - Knight of the Royal Family Insignia. A metal insignia to identify oneself. - Utility belt. Contain potions and other trinkets. - Knife rolls. Strapped to his chest diagonally under his cloak. With many types of knives equipped, from throwing knife to utilitarian knife. - Simple first aid kit. To patch wounds, etc. - Fire starter kit. It consists of steel, flint rocks, char cloth, hemp tow, and a couple of short candles. - Dry compass.
Other: - He thinks of any animals as cute because they’re straightforward.