Hidden 11 yrs ago Post by Brovo
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Brovo

Member Offline since relaunch

Status: 28/40 Player slots filled. OOC last updated: 4/12/2014

Remember, if you have any questions at any time, don’t be afraid to ask! I or a Co-GM will have them answered in twenty four hours or less!

Chapter 1: It begins, again...


((World map here!))


Ah, so, we are here again... The world, once chained by tyrannical gods, whom killed and slaughtered any mortals who dared to resist their rule, their power... Are gone. Banished by the Queen of Renalta, Kouri, and those who stood with her against those who would stop mortal men from having true liberty and independence over their own lives.

Now, this dream stands upon the precipice of destruction... For in removing the Heavens, and the Gods, there came a new threat. One that was once repressed significantly, now slowly awakening and spreading out its corrupting tendrils. The Nine Hells have begun to mobilize. Their agents--succubi, cultists, the insane and deranged--now aim to bring the world freed from tyranny into total anarchy and chaos. They aim to kill and destroy every single thing the mortal realm ever was, is, or ever will be.

Yet, before the Queen could return to rebuild her kingdom, already, the world had begun to fall into war. The once proud and united religious nation of Rheinfeld is now split between three factions all vying for control. The Free Holds, once a superpower slave state, now wage war on two fronts against freedom fighters and empire makers. The rest are either too weak, or too isolationist to be able to fight alone or care.

This, this has been the world for ten years... But something has changed. Now, the Queens of Renalta mobilize their forces, their military and their agents both diplomats and spies working around the clock to keep tabs on where corruption lies and how to resolve conflicts and create alliances to strengthen the mortal realm’s defences. There is one such group, however, that stands apart from the rest. One group that actually marshals out and gets the alliances signed, fights the battles, solves the mysteries, and roots out corruption wherever it may stand.

The Queen’s Blades are that group. Men and women from all corners of the world, from all walks of life good or evil, united in one cause: To stop the Nine Hells from consuming the world, whatever the cost. This group was formed by Queen Kouri, and elite members of the King’s Rangers were sent out to recruit men and women, all those that had something special, or unique. Those whose potential was greater than that of the average person.

Someone, such as... You.

Will you join the Renaltan Royalty in their castle? Take upon yourself missions to heal a fractured world?... Or will you turn your back on this world, and leave it to its fate?
Welcome to the Legend of Renalta 2. This story uses a missions-based system to progress the story and advance your character. Between missions, you can spend time in the city of Renalta or its castle, and interact with any NPC’s you’ve met before. During missions you can explore the area and are free to use whatever means or goals or ideas you have in order to resolve the mission’s objectives.

Your every action, however, impacts the status of the story. If your character dies, it’s noticed. If your character fails a mission, it’ll be noticed. Not every mission will be a total success, some are harder than others, and some even give you impossible choices that you must make. Relationships formed with NPC’s will mean something down the line, with honourable actions generally being returned in kind, and so forth. This is the closest thing to a living world I can create, and is a sequel to a four year long RP. Anyone is welcome to join, so long as they fit the advanced section’s qualifications.

Mission Board



From here on out, the various chapters of information to aid you in your quest of joining this role play!
Chapter 2 is where you will find your character sheet.
Chapter 3 is where you will find rules and regulations, and any game terminology I feel needs explaining, like that corruption can effectively kill your character regardless of whether they are good or evil.
Chapter 4 is in the next post and is all of the lore entries on characters, nations, cities, artifacts, guilds, and more that you’ve picked up on over time. These are usually added as you participate in missions. This is also the chapter for the character list and any other miscellaneous information.

Chapter 2: Application. (CS)


This is your application sheet. It’s a little different from your regular character sheet in that it’s better constructed to address both the player’s needs and their character’s information. There is a lot of information to take in so don’t be afraid to take your time with your character sheet!

Biographical Section


Name: Your character’s name, real or not. (If name is false, send me a PM with the character’s real name.)
Age: Your character’s age. Note that it’s very likely your character was alive to see the revival of both The Imperium and Kingdom of Renalta as major factions, as well as the general destabilization of the world.
Race: Your character’s biological species, such as elf, orc, dwarf, human, etc. Try to keep it humanoid for the sake of simplicity.
Sex: Your character’s biological gender.
Appearance: Your character’s appearance. A text description or picture, or mix thereof, will do fine.
Homeland: Your character’s homeland. This sometimes affects how NPC’s interact with your character, and where appropriate, when in their homeland, your character may encounter NPC’s from their past, or know additional pertinent information about the local culture or geography. You may pick only one homeland, with each having relevant information given with the choice.

History: Your character’s past. You may want to delay doing this part until you get through stats and traits.
Motivation: Your character’s motivation for wishing to see the plot be resolved. This is mainly to ensure that both you and I know what your character’s reasoning for joining the Queen’s Blades and fighting against the Nine Hells is, be that personal glory or righteousness is really up to you. I just want to know the reason.

Stats & Traits


Here is where all the stats and traits are located. It’s kept on Google Docs because of the sheer number of stats and traits, which would come out as a nightmarish, incoherent mess with the forum’s current BBC standards. If you cannot view the document, let me know, and I’ll try to find a way to fix it for you.

Strength: ?/10
Agility: ?/10
Charisma: ?/10
Magical Endurance: ?/10

Fighter: ?/10
--Skill Set 1 (Unlocked at: 1 point.)
--Skill Set 2 (Unlocked at: 4 points.)
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Sniper: ?/10
--Skill Set 1 (Unlocked at: 1 point.)
--Skill Set 2 (Unlocked at: 4 points.)
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Leader: ?/10
Seducer: ?/10
Sneak: ?/10
Mage: ?/10
--Magic School 1 (Unlocked at: 1 Point.)
--Magic School 2 (Unlocked at: 5 Points.)

Experience Traits
--Trait 1.
--Trait 2.

Conditions
--Trait 1.
--Trait 2.
--Trait 3.

Unique
--Trait 1. (Note: This is your unique character ability. You get to design one ability that makes them... Unique! Gives them that edge against what would otherwise be an impossible fight. This can be anything your imagination can come up with, but will need to be approved by me, and the rule of reasonable applies. Being invincible to death is obviously not acceptable, for example. Note that you may also earn additional unique traits as time goes on.)

Personal Section


Romance: How do you personally feel about your character entering into romantic relationships with other players or non-player characters? Do you wish to allow the potential relationship to occur or deny any possibility? This is a personal comfort option: An opt-in or opt-out for romance.
Play style: Exactly as it says. Do you prefer action-oriented missions, or more dialogue heavy ones? Do you prefer a more linear progression or having choices? Complex missions, or straightforward ones?
Does the Kouri Plushie exist?: ...

Signature: Type your username here to agree to the rules and regulations, and to agree that the GM may kill off your characters without your consent.

Chapter 3: Rules & Regulations, Corruption, other game concepts.




Hidden 11 yrs ago Post by Brovo
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Brovo

Member Offline since relaunch

Chapter 4: World Information, Character List, & More.

--Section undergoing reconstruction to prepare for the introduction of player resources & dynamic relationships--


General information is world history and culture. Nation-specific history and culture has been collectively organized into one tab for now. Expect further updates.

General Information



Nation-specific history & culture



Character List


Numbers not up to date!

Stats
Living PC's: 28.
Dead PC's: 1.
Men (Living Only): 14.
Women (Living Only): 14.

Inactive & Dead PC's: 10.
Men: 8 Inactive, 1 Dead.
Women: 1 Inactive, 0 Dead.

Updated to page 65!






Special Thanks


Special thanks go out to the following people, for being good friends, and long time role players that were around for the original’s four year long story, and whose characters are now ingrained in the world itself.

Hidden 11 yrs ago Post by Sathanas Rex
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Sathanas Rex

Member Seen 9 yrs ago

Name: Alhvaharyis
Age: 22
Race: human
Sex: male
Appearance: Alhvaharyis is tall, slim, somewhat androgynous. His hair is pale blond and his eyes are bright blue. His jawline isn't very strong, and his nose is small. His cheekbones are high. He wears a modified version of papal robes: two silk sashes embroidered in gold, draped over his shoulders, leaving his chest bare. His pants are white, and died with sashes at his waist. When he is on a mission, however, he will don more sensible, albeit equally stylish and expensive, clothes, and also wear a nondescript, expressionless white mask. Regardless of what he's doing or wearing, Alhvaharyis always keeps several daggers about his person.

Homeland: Rheinfeld
History: Alhvaharyis was born into a respectable and renowned family of the Papacy, and raised accordingly. At the age of 12, shorty after the chaos that was the banishment of the gods, when the papacy acted out of desperation to preserve their power, his father spoke against them, and was executed for treason. He was forced to watch, and then observe helplessly as all his core beliefs were shattered. Confused, Alhvaharyis fled from the papacy and to the city slums, living as an urchin for two miserable days. On the second, he was picked up by a mysterious person that turned out to be a powerful and enlightened demon. For reasons still unknown, this demon took him in, trained him, raised him, taught him. Alhvaharyis was taught how to obtain results quickly and in the most effective way possible. He learned stealth, where the human body is weakest, the nuances of several languages, social etiquette across the continent.
These lessons were often imparted over a game of chess or some other tactical activity, which subconsciously improved his ability of analyzing and considering multiple things at once. The demon taught him to approach everything with rationality, to think and look before acting, and to reflect upon the eventual outcomes of his actions. It is because of this that there is a method to what he does. Yes, he feels most of the leaders currently are evil and useless and therefore must be eliminated, but Alhvaharyis also understands this must be done with a certain criteria to it. He realizes he is playing a risky game, and is exceedingly careful not to slip up.
Aged 16, he decided he had been trained enough, and it was time to make his way into the world, to start moving towards the justice and peace he sought after. In this period of time Alhvaharyis started learning the ways of the world, and, more importantly, establishing connections with the nobility of the area. He garnered enough interest to be considered amusing, and was thus able to understand the situation, associate faces with names, and more importantly, faces with events and reputations. In this period, he returned to his master briefly, in difficult moments.
Currently, he is staying in the Templar Order (geographical area), to hunt down the corrupt templars, and hopefully also to strike at the Papacy.
Motivation: he wishes to purge this world of the leaders he sees as corrupt and weak, but how can he do that if everyone is dead? This is the only reason why he is working with Queen Kouri in the first place.

Stats & Traits

Strength: 3/10
Agility: 4/10
Charisma: 4/10
Magical Endurance: 3/10

Fighter: 1/10
--Slashing, One-Handed
--Skill Set 2 (Unlocked at: 4 points.)
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Sniper: 0/10
--Skill Set 1 (Unlocked at: 1 point.)
--Skill Set 2 (Unlocked at: 4 points.)
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Leader: 0/10
Seducer: 3/10
Sneak: 3/10
Mage: 3/10
--Unholy Magic
--Magic School 2 (Unlocked at: 5 Points.)

Experience Traits
--Charming Rouge
--Trait 2.

Conditions
--Champion of Fate
--Rich Family
--Non-Magic Telepathy

Unique
--Soul Gorge: Alhvaharyis can consume the souls of those he kills, storing them within him. For every soul he has stored he gains a passive bonus in his actions (for example being constantly fresh and alert). He can expend souls to gain a stronger, albeit temporary, boost in something.

Personal Section

Romance: it could happen, but don't expect him to stick around for long.
Play style: I love doing lots of things, and will delight in at least trying my hand at any sort of mission. I think for now, though my character will be oriented towards stealth and intrigue style missions.
Does the Kouri Plushie exist?: it's a lie.

Signature: Sathanas Rex.
Hidden 11 yrs ago Post by Icarus
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Icarus

Member Seen 7 yrs ago

Well look what I found.
Hidden 11 yrs ago Post by Jorick
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Jorick Magnificent Bastard

Member Seen 5 yrs ago

Biographical Section


Name: Kasim Amibilus
Age: 25
Race: Human
Sex: Male
Appearance:

Homeland: The Goblin Holds

History: Kasim was once a slave in the city of Kinghold, set free by the goblins when they conquered the city. He was either born into slavery or taken at a very young age, for he knew nothing but servitude in the time before the goblins came and he never knew his parents or land of origin. He was owned by an aging merchant woman who was fairly kind as far as slave owners went, only rarely ordering whippings and being frugal enough to feel that working a slave to death was a waste, but Kasim could never work his way around to being happy about his lot in life. The merchant woman mainly used him for simple manual labor, hauling heavy crates of goods to load up her wagons, but once she realized that his strange statements about other people originated from a rare telepathic talent she wisely put his skill to use: she had him serve food and drinks during business meetings at her estate, just happening to make fleeting skin to skin contact to read the surface thoughts of her guests and then discreetly relaying that information to her. She kept his talent a secret of necessity, for if other merchants found that she was using a telepath in such a conniving way she would lose all trust and trade agreements, and perhaps her life. As Kasim grew older she started to take the young man (though he could have accurately been called a boy when it started) into her bed to fill the void left by the passing of her favorite bed slave. He didn't really fight against this, and definitely enjoyed it on a carnal level, but he had enough presence of mind to be disgusted by the knowledge that he was being used like an object. Vague stirrings of wishing for freedom, and hatred for his owner, swirled around his mind without being given any critical examination for years.

The minor seeds of rebellion in Kasim's mind finally and suddenly sprouted when he was 16, when the goblin Xixis Madheart's surprise attack on Kinghold sent the guards from the merchant's estate running off toward the newly made hole in the wall around the city. With the merchant woman left with nobody but her slaves to guard her, Kasim found himself drawn to the then deserted guard quarters; time blurred as if he was in a dream, and the next thing he was aware of was a bow and a few arrows clutched in his hands. He'd always fascinated by the bow, but this was the first time he ever held one. Kasim took the weapon inside the main building of the estate, up into the merchant woman's bedchamber, and found her hiding under the covers like a child. She looked hopeful for a moment, as if the slave come to protect her, but that notion was soon dismissed as he raised the bow and inexpertly nocked an arrow. It took him three of the four arrows he'd brought before he finally hit his target from a distance of no more than ten feet, during which time she sat there frozen; when the arrow struck her in the gut she finally screamed and writhed in pain, and the frozen state seemed to transfer to Kasim. He stood there for a few minutes, shocked at his own actions, before dropping the bow and walking forward. When he reached the bed the merchant woman flailed at him, screaming for him to get away from her. Upon her hand touching his arm, his telepathy gave him a flash of her thoughts: she thought of him as a traitorous wretch, scum who she had always known would betray her, a spray of mental vitriol that rocked Kasim to his core. He had only a moment of hesitation before using the last arrow gripped in his left hand to stab the woman to death.

When a troop of goblins made their way around to check the estate, they found Kasim sitting with his back to the wall beside the open gates, his arms and torso caked in dried blood. When they inquired and learned that he had killed the slaver merchant and set the other slaves free, they congratulated him and told him to come celebrate his liberation with them. A night of drinking and revelry later, Kasim was initiated into the army of the Xixis Madheart alongside many other freed slaves who wished to aid their fight against the Free Holds. He stayed with them for three years, learning the way of the bow from Morilab, an orc who wielded a massive longbow that Kasim struggled to lift using both hands. The orc's style of strength being equal to finesse in archery was picked up eagerly by the young man, who was fairly strong after a lifetime of hauling crates and loading wagons. He also learned a lot about thrown weapons, with a preference for knives, and a little about using a sword from the various goblins he befriended. Over the course of the many battles he fought as part of Emperor Xixis Madheart's army, Kasim had so many close calls that people started jokingly calling him undead, because nobody could squeak by death that many times without their luck running out; a sword slash that looked like it was going to rip him in half was deflected by a small rock that had somehow gotten into his pocket, more than once an arrow that looked to be heading straight for his vitals instead scored a gash along his ribcage, and in one instance a knight in heavy plate had charged him and tripped on what appeared to be his own feet and ended up snapping his own neck as he stumbled into the archer.

Kasim parted ways with his abolitionist compatriots due to a simple realization: he'd never seen the world outside the desert lands of the Holds, and he very much wished to. He traveled to the city of Tuleria, where he stayed for a couple years and at the age of 19 (shortly after he first arrived) discovered that women tended to find him attractive, and that he was fairly skilled at convincing them to join him for an evening of entertainment (which was a large reason why he stayed so long despite his aspirations to see the world). His time spent in Tuleria was a period of self-discovery in many ways: he found that he had a cruel streak a mile wide even after leaving the war behind him, which he came to realize had been the true impetus behind his slaying of the merchant who once owned him; he discovered in himself a strong affinity for the weak and downtrodden of all sorts, ranging from the poor and sickly to the criminal elements of the city; he quickly picked up on the fact that these same people placed an inordinate amount of trust in him, that they seemed to view him as some kind of natural kin even without knowing his story. Long story short, Kasim ended up working for a gang of sorts that extorted money from merchants of middling wealth through threats of violence, as well as engaging in a variety of other illegal activities for profit and entertainment; Kasim specialized in using of his telepathic skill (which he kept secret from others) on carefully selected and subdued targets to gather information, which he then sold off to whoever he felt would pay the most, and those targets also served as handy objects upon which he could vent his pent up desires to inflict harm on others. He pulled up stakes and left Tuleria after an extortion scheme went sour thanks to a trap set by the city guard, by way of a plea for help from the merchant target, wherein Kasim had once again lucked out by getting away with his face covered and only a moderately bad gash along his forearm instead of the gutting stroke that had been intended.

Over the course of the following five years, Kasim made his way from city to city, hiring on as a guard for merchant caravans and one ship to travel and climbing easily and familiarly into the underbelly of the cities he spent extended time in. His wandering took him back for a brief stay in the Goblin Holds that he thinks of as his homeland, then to Port Luclin (shortly after he turned 22) where he took a ship down to Liveria, then up into the lands that were once a unified Rheinfeld, from Veldhausen to Heiligen Stuhl before he finally headed south into Renalta at the age of 24. He has found the city to be quite interesting in its differences from other places he'd visited, somehow managing to be crowded and bristling with racial tensions but remaining peaceful and quaint. Despite the general lack of oppression to work with, Kasim quick found his particular talents of lucrative use in the nebulous and volatile criminal element in the city of Renalta, which is mainly made up of smuggling operations and territorial spats between various factions that still haven't found a comfortable balance after the massive influx of refugees.

Very recently Kasim was caught using his telepathy in very unscrupulous ways. Due to the laws being hazy about the legality of such things, and the inability of the authorities to pin any clearly illegal activities on him, they were forced to let him go with a stern warning. Some members of the Queen's Blade heard of his relatively rare talent, did a little bit of snooping to scope him out, and approached with an offer to join. Their pitch was convincing, for Kasim had been growing tired of remaining sedentary and his particular sense of justice places demons in the same hateful category as slavers.

Motivation: General boredom, a sense of adventure, and a firm hatred of demons.
Stats & Traits


Strength: 5/10
Agility: 4/10
Charisma: 4/10
Magical Endurance: 1/10

Fighter: 1/10
--Slashing, One Handed
--Skill Set 2 (Unlocked at: 4 points.)
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Sniper: 5/10
--Bows
--Throwables
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Leader: 0/10
Seducer: 4/10
Sneak: 0/10
Magic: 0/10
--Magic School 1 (Unlocked at: 1 Point.)
--Magic School 2 (Unlocked at: 5 Points.)

Experience Traits:
--One Shot, One Kill
--Alluring Eyes

Conditions:
--Non-Magic Telepathy
--You Lucky Bastard
--Underworld Contracts

Unique:
Subliminal Messages: Unbeknownst to Kasim himself, he has refined his telepathic skill to send out subliminal messages to those he feels a level of kinship with. Due to this being a subconscious effort, Kasim thinks it's the other way around, that these others are feeling some kinship toward him for reasons unknown. Anyone who Kasim views as weak, downtrodden, oppressed, or part of the lower dregs of society will find themselves very much inclined to help him in any way they're able, though this effect cannot coerce people into doing anything that goes against their morals or beliefs.
Personal Section


Romance: Fine by me, as long as it actually makes sense via character interaction.
Play Style: No strong preference between action and dialogue. Choices preferred over linearity, complexity preferred over straightforwardness.
Does the Kouri Plushie exist?: Indeed it does.
Signature: I, Jorick, being of sound mind and body, do hereby agree to all rules and regulations and willingly sign away all supposed rights to life possessed by Kasim Amibilus.
Hidden 11 yrs ago Post by Tempest
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Tempest Feminazi

Member Seen 5 yrs ago

Biographical Section

Name: Rayvon Krayvitch
Age: 28
Race: Human (Aasimar)
Sex: Female
Appearance: Image Reference *Note: There are no wings.

Rayvon stands at approxiamately 5’11” and weighs in at 133 lbs. Her hair is cut short, framing her face and is black, glinting a deep blue in the light. Her eyes are a deep piercing blue and her face is marked with dark markings. Overall, she is of a slender but strong build but can be notably seen staggering from time to time as if she is still not used to distributing her weight a particular way. Notably, down her back, near her shoulder blades, are two large scars with irregular planes denoting where her wings once were.

Homeland: Kingdom of Liveria - Outcast


History:

Open to the capital of Liveria, a grand scene of dark architecture, looming overhead. Snarling gargoyle’s leer down upon commoner and noble alike, wings outstretched to the heavens ready to swoop forth and claim their victims… A haunting city of grim beauty for a child to behold, with the hidden demons and weeping cherubim of stone. For Rayvon, staring up at these cherubim with wide eyes, she wondered why this child angels danced upon in glory while she hid her gift from the heavens under tight wraps, cloaks and more…

She lived like this for some time, clear into her teen years until, before the statue of King Xavier’s father, staring up at the imposing giant… She shed her disguise, wings unfurling. A quiver ran through the young woman at the feel of the air across the feathered appendages. For a time, the world was brighter, she felt exhilarated, empowered, a true glory to behold…

There were those of another opinion. The Witch Hunter Davis Christo took it upon himself to remove the problem in the city. As the girl wandered about her city and home, free for the first time, he rallied a hunting party. They stalked her in the night until she returned home to her father, the source of her power, and mother, a well-respected Witch Hunter of Liveria. From her home, the abducted her, took her into holding and sought out justice. There were things done there she does not speak of to this day… But the worst act against her, was the ravaging of her wings… They began first, shredding them off, joint by joint… Before hacking them off where they protruded from her back.

Justice dispensed, they cast her out into the streets. There she lay, coated in muck and her own blood, sobbing, too weak to move. A holy man found her there, in his patrol through the street to grant sanctuary in the monastery to the poor and downtrodden for the night of rain… There were still so many who condemned angels, even here, so many refugees of Renalta holding their heritage in secrecy… Yet this one man, carried the woman to the monastery and saw to her treatment.

For a time, she was too preoccupied fading in and out of consciousness to make any note… When she awoke finally, the man began to speak of the clergy and gods and holiness. She spat and kicked him away, cursing him and his gods and demanding to know what they ever did for her… In her attempt to leave, she proved to still be too injured… So she was stuck listening to the his drivel.

After a time, her family found her, her father blamed himself and his bloodline for it. He took it hard, straight to his grave… She did not take his death well. Her mother, however, sought vengeance for the actions against her brood. She began a hunt of her own in pursuit of Davis Christo… Successfully. The results of this act against a fellow Hunter resulted in her mother’s trial and impending imprisonment.

She got better, sure enough, and ended up, the loss of her parents, home and anything really to support her, she fell into the dark cracks of Liveria. She lived in the gutters and begging and until she finally grew and saw her calling. Rayvon struck out against the lowlives. This, however, fell into her bringing down the downtrodden who were forced into such a lifestyle just to survive, much as she had.

This work, was eventually, brought to eyes of higher authorities. They managed to bring her in for her acts. Of course, there was another motive behind this. They sought to recruit her for the Witch Hunters. To which she promptly declined due to her past with them… This had repercussions, though. She was to pay for her crimes. Not wishing to share a cell with her mother, though, she fled Liveria like a bat out of hell.

Motivation: To establish angels as secular and stamp down scourges of the realm. It may not be her problem, but she’ll be damned if she just sits around doing nothing when the fate of the world is at such a critical juncture.

Stats & Traits

Strength: 4/10
Agility: 5/10
Charisma: 1/10
Magical Endurance: 4/10

Fighter: 5/10
--Skill Set 1 Slashing, Two-Handed
--Skill Set 2 Slashing, One-Handed
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Leader: 2/10
Sneak: 1/10
Mage: 2/10
--Magic School 1 Holy Magic
--Magic School 2 (Unlocked at: 5 Points.)

Experience Traits
--Barbarian
--Spellsword

Conditions
--Bloodline Holy - Aasimar
--Wells of Power
--Ancestral Ghosts

Unique
-- Breath of the Divine - This character has the capability to spill “a breath of purity” to another character at the expense of her own in order to cure them of any afflicting corruption. However, this comes at the expense of her drawing a portion of the corruption into herself to counteract it.

Personal Section

Romance: I endorse the hell out of it and will be responsible for the majority of the game’s shipping. Now Kiss *pushes two characters together*
Play style: I love a healthy mix of combat and dialogue. However, I prefer more options and more complex missions.
Does the Kouri Plushie exist?: … Must I show the picture?

Signature: Tempest, your partner-in-crime and collaborative character killer.
Hidden 11 yrs ago Post by slade
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slade Useless Extraordinaire

Member Seen 4 yrs ago

you know me, working... well everything xD
Hidden 11 yrs ago Post by slade
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slade Useless Extraordinaire

Member Seen 4 yrs ago

you know me, working... well everything xD
Hidden 11 yrs ago Post by LimeyPanda
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LimeyPanda

Member Seen 9 yrs ago

I have far too many ideas for this that all look to be hella fun.

Curse you, Brovo: Curse you tender!
Hidden 11 yrs ago Post by Kestrel
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Kestrel

Member Seen 4 yrs ago

Biographical Section


Name: Esyllt Boudica
Age: 21
Race: Human
Sex: Female
Appearance: Without armour, with armour
Homeland: Renalta

History: For years, there has been tension on the border between Renalta and Liveria. Edmundal and Pennwic, respectively were two towns on this border where the possibility of conflict constantly cast it's shadow over the civilians. The lord of Pennwic desired the farmlands of Edmundal, and because of his greater wealth, he had greater military power and pushed forth into Renaltan territory. Edmundal could not fight on equal footing with it's Liverian rivals. At least, not traditionally.

Enter Cynbel Boudica, a young man known as one of many urchins in the streets of Edmundal. Cynbel had lost his parents to the conflict between his hometown and Pennwic. As Edmundal grew more desperate, Cynbel sought to experiment with his birth-gift; that of magic. Although he had received minimal training, Cynbel was prepared to risk his body and mind to turn the tide. He studied golemancy from books and scrolls he'd stolen from a passing merchant. He'd study them deep into the night, and in spite of many experiments having blown up in his face, the (now charred) hands of Cynbel created his first golem after a mere two months. Although it was but an inch tall, this would spell the beginning of a new resistance.

While he had used the souls of small animals for his first experiments, to create a golem that could be deployed in combat Cynbel required souls of something larger and smarter than alley-cats. Human experimentation, however, was outlawed. When Cynbel presented his designs to the court, he was denounced as wicked and locked away. However, one of the Edmundal lord's sons saw potential in Cynbel. Even imprisoned, this son saw to it Cynbel had materials to experiment further as well as access to prisoners of war and covered for Cynbel in order to not cast suspicion on him.

When Cynbel created his first golem fueled by a human soul, he was brought back to demonstrate it's power. The golem was stronger and more resilient than any of the lord's men, and as their battle was a losing one, the lord gave in to desperation and allowed Cynbel to pursue his research and the creation of more warmachines. Under the condition his work was kept underground.

Thanks to the golems, Edmundal gained the upper hand. They drove Pennwic from their lands. However, it did not end there. Edmundal gave pursuit and many skirmishes were fought until Pennwic surrendered. Edmundal demanded a portion of Pennwic's lands to pay for it's damages, which it received. The population was exalted, as not only had they extracted their revenge; their market had conquered the share of a competitor. Wealth laid in prospect and all the credit for it went to the lord. Cynbel's involvement was forever kept a secret to the general populace.

Perhaps this was for the best for everyone. The civilians knew too little about magic to suspect the true nature of golemancy. Not only had prisoners of war been used to fuel their victory, they had picked urchins off the streets and used fatally wounded soldiers from their very own army. It was the darkest secret Edmundal had ever had, and the name Cynbel Boudica faded into obscurity.

As time passed and the heroes of Renalta returned and reformed the kingdom, the lord of Edmundal did not fit in the queens their new vision. He was replaced by his son, adourned Wulfric the second, who did remember who they owed the war to. He searched for Cynbel to bestow upon him the honour of knight, but to the young lord's surprise, Cynbel was nowhere to be found.

Having died to the wounds of his experiments, what was left of Cynbel's legacy were a widow and a daughter. Lord Wulfric, indebted to the man, took both women in his care and made them part of his household. The girl, Esyllt, was treated as one of the lord's very own daughters. In her father's place, she was taught the ways of a knight and received the title to accompany her training. However this was but the beginning young Esyllt's journey.

When she was taken in, the then thirteen year old girl was quickly discovered to have peculiar gifts. She could occasionally foresee the future and telepathically share her thoughts with others. This lead the Wulfric to recognise she had inherited her father's talents and he assigned sages to teach her to wield her gift. Esyllt's life was filled with training in various disciplines; her divination, telepathy, golemancy and swordsmanship were all to unfold, and additionally she was taught etiquette, the harp, the managing of a household, and many more skills that would be expected from a noblewoman. Esyllt studied obediently, thankful for the kindness of lord Wulfric and remembering the alternative of having lived in the slums with her mother, had the lord not found them.

When Esyllt turned sixteen years of age, lord Wulfric deemed her old enough to learn the truth about her father and her gift. When she learned of the inhumane her father had practiced before her, Esyllt began to develop a duality towards her gifts. She continued her studies, struggling to learn how to extract souls and deploy puppets. At her twenty-first, she was knighted and finally became independent. Although Wulfric had much more knowledge to offer her, Esyllt decided she had to put her mind at ease.

The new knight put her skills to the test. She took her duty of protection her lord and the civilians very seriously and joined squads that defended settlements from beasts and bandits. Being able to be of assistance without relying on her forbidden gift, Esyllt became much more at ease. She had even planned to return to Wulfric's side to continue her studies in the arcane. However it would not be, as the Queens of Renalta had sent word of an invasion... And requested Edmundal's help.

Edmundal had forged great relationships with the royal family and as a token of that, Wulfric dispatched many of his knights to join the Queen's blades. Including his own sons and Esyllt. Along with her fellow knights, Esyllt swore an oath the the queens and their ideals, and so signed to fight for not only the sake of Edmundal, but for that of all Renalta. Perhaps even the world...

Motivation: Oath of loyalty to the royal house of Renalta, as well as a devotion to it's ideals.

Stats & Traits


Strength: 4/10
Agility: 4/10
Charisma: 3/10
Magic: 3/10

Fighter: 4/10
-- One-handed slashing
-- Small shields
Sniper: 0/10
Leader: 1/10
Seducer: 0/10
Sneak: 1/10
Mage: 4/10
-- Golemancy

Experience Traits
-- Shield Maiden
-- Blood Mage

Conditions
-- You Lucky Bastard
-- Non-magic Telepathy
-- Wells of Power

Unique
-- Pocket Dimension
Enables the wielder of this trait to store objects and (willing or unconscious) creatures in an ethereal plane and summon them by her side at will. Time stands still in this plane and is sealed so that none but it's mistress can access it; a seal that can only be broken by death.

Personal Section


Romance: Whatever happens happens. Hate to use the cliché but I prefer to go into the game open-minded.
Play style: Action and dialogue are both fine, as long as there is a good pace and sense of progression. I prefer options and am turned off by rail-roading.
Does the Kouri Plushie exist?: For now...

Signature: Kestrel
Hidden 11 yrs ago Post by Meth Quokka
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Meth Quokka This Was Nutter's Idea

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I'll reserve this place here before embarking on a wondrous day of work.

EDIT: Major character change, sorry Brovo :p
Hidden 11 yrs ago Post by Asuras
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Asuras No spoken words, only napalm and guns

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Name: Aneura Shivan
Age: 20
Race: Human (Aasimar/Mechanist)
Sex: Female
Homeland: Rheinfield Republic

History: Malian and Belev Shivan, a commoner and a crusader, gave birth to Aneura during the low of an internal conflict in the ranks of the Rheinfield Templar Order, and while initially satisfied with the political atmosphere of their homeland, the Shivan family eventually removed themselves from the increasingly despotic hierarchy within the Order. The exodus alongside others of similar mind brought them to the newly formed lands of the Rhienfield Republic, certainly the type of place they wished their daughter to grow up in. Though clearly distanced from the Order and its militaristic lifestyle, Belev still maintained a high sense of honor and appreciation for the martial arts and respectable mind that came with it. He was a kind man, and devoted to the Republic's cause, but nevertheless pressed a certain behavior upon his daughter, Aneura.

Aneura was raised as if she were still a child of the Order; strictly, forcefully, and actively. Her friendships with other children were distant and rare, and celebrations few. On one particular birthday, however, while alone, Aneura discovered a rather tasty cupcake warm and decorated within her room, though she does not know where it had come from. When she had come of a skill to wield the sword and shield, her father often called her his, "Little poster child," though by no means famous or active militarily. Aneura adopted notable skill in use with the blade, but never quite went as far as her father expected her to. Throughout her young life, Aneura never truly experienced a sort of rage from her father, but in one particular freak incident, in which the right atmosphere and turn of events whipped up a storm in his heart, he lashed out angrily (but not physically) and forced her to enroll in the Republic's military, unsatisfied with her stagnation and half disappointed in his own ability to teach her.

Aneura eventually came through and willingly accepted his decree, entering herself into the young and hopeful Republic military at the age of fifteen. There she furthered her military career and skills, but never saw combat until one fateful mission into the dreaded Coldwood. Located in a particular section of the Republic's Eastern forest, the Coldwood had come to be known as a forest of surreal terror; it was beyond hope of saving with their understaffed forces, but at the very least they could stand to protect local villages from the horrors that scurried from its trees. Aneura was sent along with a convoy to take a single drive through the Coldwood and return to relay what they had recorded and seen. If they could better understand what went on in its roots and branches, they might have a better chance at combating it.

The party entered cautiously, and rightly so, as the reports of ghosts, dead, and demons flourished. Their convoy's mind for safety, however, would not be rewarded with an unscathed return. Their forces were attacked by an unseen force amidst the trees, and in the chaos many of their soldiers were lost, scattered, or left unheard of. Aneura was one such casualty, and as her eyes faltered, she could see the convoy and its disarray of warriors running into the forest. She was left for dead, face in the mud and weapon lost amidst the brush.

Aneura awoke with only her shield and a lack of direction, battered and hungry. The spooks that had attacked the party had since disappeared back into the trees, though she felt no less frightened. Struggling to find her way out of the forest, she collapsed of exhaustion under a gnarled tree and fell asleep once more. She dreamt that she was still in
the Coldwood, had developed angelic wings and was approached by an unseen figure, though by some hidden knowledge, she could understand that it was a demon.

Eventually you'll tear those wings from your back with your own hands, it spoke, taunting, with a surety that made her shiver. Aneura awoke to a voice in her head, the very same in her dream, which spoke of its nature and intentions. You have the blood of angels in you, and judging by your sincere and kind demeanor, I can assume that the minds of this land might, just might eventually turn an eye to the true nature of the gods' winged avatars, and once more the heavens will grasp the hearts of mortals. I am here to show them that these angels are no different than men; so easily corrupted.

The demon offered her unbridled demonic powers at her whimsy, and refused to leave her body until it got what it wanted. Eventually finding her way out of the forest (albeit by the help of her infernal parasite), Aneura returned to the Republic's ranks, but was sorely disappointed to encounter a priest in their presence. Detecting the evil living in her soul, she was cast out from the military and the Republic as a whole, scorned as a demon and, "No longer the Aneura that had entered the Coldwood."

Aneura became a wanderer within the lands of the Order, never staying in one area for too long in fear that they too might discover what lies within. Unlike the Republic, her fate if such an event were to occur would not be so merciful. Nearly without hope, Aneura was saved by the love of a being that preceded her; an angel. Going by the name of Terahneul, the angel bestowed a drive in her that washed away the muck that dragged her down closer and closer to corruption at the hands of the demon.

Terahneul told her to resist it. To fight back. To show how, in the face of untold power at her disposal, she would remain firm in cleanliness. From that moment on, Aneura resolved to do her very best to not only fight back against the demon, but to spit in its face all the same. She would take up arms against the Nine Hells, and slaughter their forces in the demon's very face.

And so it was that she moved to join the Queen's Blades of Renalta. There she could be accepted, she believed, for the curse she harbored, and there she could find the medium with which to enact satisfying revenge against the demon within. Since her encounter with Terahnuel, Aneura has remained a steadfast worshipper of The Mother, ignoring the scorn of others in Renalta that forsook such practices. Though steadfast in her decision to combat the demon in her, Aneura still occasionally brings forth the power granted to her in direst of situations.

Motivation: Aneura's motivation to join the Queen's Blade is founded upon acceptance, a drive to prove her worth, and revenge. The greatly religious nature of Rheinfield banished her from their lands due to the infernal creature inside her, and as the Renaltan kingdom is often seen as more accepting than others, she ventured to its lands in hopes that she might be seen with pity instead of fear and hate. Terahnuel's words inspired her to fight against the Nine Hells, and her hatred for the demon presses her to fell as many forces working for the Nine Hells as possible.

=Stats & Traits=

Stats
Strength: 4/10
Agility: 4/10
Charisma: 2/10
Magical Endurance: 4/10

Fighter: 4/10
--Spears & Polearms, One Handed
--Shields, Small
Sniper: 0/10
Leader: 4/10
Seducer: 0/10
Sneak: 0/10
Mage: 2/10
--Demonic/Unholy

Experience Traits
--Shield Maiden
--Spellsword

Conditions
--Bloodline, Aasimar
--Unbreakable Faith
--Mechanist Bloodline

Unique
--Ethereal Rooting: Aneura naturally creates an invisible (at least to the untrained, non-magical eye) aura about her surroundings that forces ethereal entities such as ghosts, demons, or magically-empowered entities to materialize upon the physical plane, and thus subjecting them to the blade of a sword as if they made of flesh and blood. The aura only extends about ten feet around her person, and does not negate any inherently magical qualities to rooted entities' attacks. A materialized ghost that causes frightening visions to those it strikes, for example, will still retain such an ability.

=Personal Section=

Romance: I'm open to anything, really, but just know that I'm not one for romantic relationships occurring within a few posts. It needs to actually mean something for me to work upon it.
Play style: I prefer a mixture of action and dialogue-oriented missions. Slaughtering minions can be just as important and entertaining as debating with an important figure. I greatly prefer having choices in missions, as well as those missions having many endings. Anything and everything my character does should generally affect what happens to varying degrees. Complexity is always more entertaining and worthwhile.
Does the Kouri Plushie exist?: Wat.

Signature: Asuras
Hidden 11 yrs ago Post by Aerandir
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Aerandir The old guy

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Name: Jason Drake

Age: 21

Race: Human

Sex: Male

Appearance: Jason stands at 5'6'' and weighs about 180 pounds, being in excellent shape due to the hard training he's received over the nine years. Looking at him you wouldn't guess it, but he is much stronger than he looks, which comes in handy at times. He wears a green and grey mottled cloak which is a standard among the Kings Ranger, reason is it's color helps him remain unseen in forest areas, the cloak is made of tightly woven wool which offers protection from the weather, with a heavy deep cowl, which when on covers the rangers faces in shadow. Which allows him to watch others while not raising too much suspicion.
Under it he wears a long sleeved, green linen shirt, covered by a brown leather tunic that helps aid in concealment.
wears light-weight, soft-soled brown leather boots which allow him to move silently and while riding aid him in giving commands to his horse.
He usually wears a leather gauntlet on his left forearm to protect him from the snap of his bowstring.
On his belt he wears a double-scabbard with his throwing and saxe knife placed next to each other. He also wears a quiver of 24 arrows.
His cloak is held on by a bronze brooch , which is the symbol of the Kings Ranger. This allows him to enter any castle / military encampment to see any noble or general in the Renaltia.
In the picture below is his appearance, the one below that is his normal attire, explained above



Homeland: Renaltia



Motivation: To make his father proud and honor to his family name. And for the Queen's and his duty as a Ranger


Stats and Traits

Strength: 5/10
Agility: 6/10
Charisma: 5/10
Magical Endurance:0

Fighter: 0/10
Sniper: 4/10
Skill set-

Skill set-

Leader: 0/10
Seducer: 1/10
Sneak: 5/10
Mage:

Experience Traits
--Trait 1. The King’s Ranger - Whether formally trained or not, this character reflects some of the training of the once prevalent King’s Rangers, whom served faithfully and loyally to both the original Renaltan kingdom and the new one that has arisen from its ashes. They are masters of silence, especially out in the wilderness, and have learned how to spot and abuse weak spots in opponents... Though typically at a range, and this is most effective when they haven’t been seen as opposed to fighting openly and brazenly.

--Trait 2. Charming Rouge - Perhaps the most antiquated concept known to man, a dexterous person with a silver tongue can do wonders for making enemies feel sympathetic towards them, making guards turn a blind eye, or flirt their way past individuals in their way to reach their ultimate goals. This makes it more likely that enemies will spare your character in a fight, and makes it easier to convince neutral people to aid your character.

Conditions
--Trait 1. Clean Blood - Clean Blood: This character is known as a clean blood, a member of their race whom has for several generations been lucky enough to avoid crossbreeding into other species for one reason or another. Due to this they can spend two extra points on physical stats. On the other hand, there are several creatures envious of clean bloods throughout the world... Especially vampires and lycanthropes, who prize the blood as being their equivalent to top shelf wine.
Effect: +2 Physical points on character creation. Vampires and Lycanthropes are more likely to come after your character, as well as other... Estranged... Characters.

--Trait 2. Powerful Connection - This character has a connection with one of the most powerful characters in the world, be they powerful through politics or powerful through sheer force of arms, and for one reason or another has earned their attention and perhaps even their care. Either way, in times of great need or upon request, said character might appear to help them, delivering information, or saving them from a particularly nasty spot... All for reasons that only they know.
Effect: Grants your character a special connection with a legendary hero or villain of the realm, whom may come to your aid in times of great need or upon request.
Note: You may request one specifically or leave it up to the GM to draw one for you and PM it to you for your approval. Characters include but are not limited to: Queen Kouri, Sarah Darkhammer, Amanda the Archmage, etc.

--Trait 3. The Chosen One - There are two forces in this universe which attempt to keep balance against one another. Fate, the embodiment of order, and Destiny, the embodiment of chaos. While they are not living or sentient by standard definitions, they have throughout the thousands of years chosen champions for causes both small and large, but which nearly always change the world in some manner. Your character can receive such a fate or destiny, to either reject or accept with open arms.
Fate: Those who become a champion of fate usually pursue a cause which grants power over others, creates stability, or otherwise attempts to create order. These are usually more impactful of those around you, sometimes at the cost of themselves.

Unique
--Trait 1. Kings Ranger Apprentice- Having been training since 12, the apprentice is very accurate with his shots while moving or in awkward positions, very effective and rarely misses. He/She is also trained to be expert trackers. Also with the cloak is well known through out Renaltia and can intimidate common folk (ex: peasants, bandits etc.) and on occasions some weak minded nobles. They also are given specially trained horse that are bred for incredible endurance, they are often mistaken for ponies for how small they are, but despite that they are fast and smart, being taught many tricks to help the ranger in certain situations.

Personal Section

Romance: Romance is requested

Play style: I am fine with any style. I am interested in choice based. But I enjoy mixing it up! As life should be.
Does the Kouri Plushie exist?: ... .....yes..... I made one ;)

Signature: Aerandir
~ Aer

Renaltia Lives Forever!
Hidden 11 yrs ago Post by Aerandir
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Aerandir The old guy

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Brovo should I take up Will my old character or do you wish for a younger generation. It's i
Up to you
Hidden 11 yrs ago Post by Commander Kalic
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Commander Kalic

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Name: Tromund ‘Trom’ Five-blade
Age: 28
Race: Human (Freeholds)
Sex: Male

Homeland: Wanderer

History: A Scoundrel and a Soldier of Fortune, Tromand . Raised under brutal conditions in the Freeholds, Trom was a street urchin, scrounging in the gutters and making a living as a “face”; luring unsuspecting travelers into traps laid by his street gang. As he grew older they started teaching him to handle a blade and take what he needed at its point though he much preferred to coax it out of his targets peacibly.

He out grew his gang in time, as they had low ambition and where happy with the routine, and so set out for “greener pastures” as he had heard foreigners say. He left and went to west to the Imperium where he worked as a con man in his own right, sweet talking the rich ladies and ambitious merchants out of a small fortune. Of course leaving a trail of broken hearts and empty coffers does not earn one a long and safe life.

Eventually the blades of his enemies grew too thick around him and he had to flee south around the Blood Sea. While not the easiest of journeys, he eventually washed up in the Pious and Pompous lands of Rhienfeld in the middle of the civil war. He worked for the Papacy, who were desperate for blades, and worked with them for some time until he grew bored with the work and up and left them in the middle of the night, moving south with a couple of other mercs who had grown dissatisfied underneath the Papacy.

They moved south and wound up in Renalta. Here, Torm heard the call for the Queens Blades and saw the potential for a position that would sate both of his desires for adventure and money.

Motivation: Trom is here to save the world, get rich, and have a wonderful time.

Stats & Traits


Strength: 4/10
Agility: 4/10
Charisma: 4/10
Magical Endurance: 2/10

Fighter: 4/10
--Skill Set 1: One handed Slashing
--Skill Set 2: Shield, Large
Sniper: 1/10
--Skill Set 1: Throwables
Seducer: 5/10

Experience Traits
--Trait 1. Duelist
--Trait 2. Dirty Dancer

Conditions
--Trait 1. You Lucky Bastard: Years on the road and with a string of bitter people at his back, Trom has made it through on his skill and wit as well as a hefty dose of luck.
--Trait 2. Wanderer: Never staying in anyplacel ong enough to be called "Friend" and have it be truely meant, Trom has lived an adventruous life though he never knows where it might lead him.
--Trait 3. Soul Shard: During his travels in the imperium, Trom found himself in the possession of an intricately detailed falchion. Its pommel is that of an eagle and its cross guard looks to be its wings. The blade a magical sharpness to it, never growing dull or needing cleaned, and also has some other magic in it, magic that can be called forth to produce a blast of air capable of knocking a person off their feat. Because of this, Trom has named the blade Zephyr.

Unique
--Trait 1. Know How to Spot a Mark: as well traveled and experienced Trom is, he has learned to pick out the right man no matter the situation, whether it is talking his way past a border outpost or getting in the know on the dealings of a warlord, Torm has a sixth sense on who knows or has what needs and what angel he will need to play to get it.

Personal Section


Romance: While I am not actively seeking it, I have no problems with it
Play style: While traditionally I prefer action oriented games with heavy dialogue, I’m looking to branch into more of a dialogue actual interaction focus.
Does the Kouri Plushie exist?: Error, Information not found. Please consult nearest GM for further input.

Signature: Commander Kalic
Hidden 11 yrs ago Post by GreenGoat
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GreenGoat Harmless Flower Person

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Is this ok? I avoided writing too much in the history section though.

Name:Eins Nimgrud
Age: 26
Race: Human
Sex: Female
Appearance:

Her equipments are salvaged from the battlefield, mostly from the templars she had fought against when under the employ of the Papacy
Homeland: Kingdom of Rheinfeld

History: Born into a reclusive village somewhere near the outskirts of a forest, she was raised to be a farmer's daughter, tending the crops, churning butter, and when she was old enough, a goat herder. Eins would be tasked to bring the goats to a meadow not far from her home, and to tend to them until it was time to return. While it would sound repetitive and boring to some, it was the only life she knew off. Plus, she gets to see Wallace who herds his goats to the same meadow she did.

One day during a rather dreary day without Wallace, who had gone to another meadow with his father, one of the newly born kid from her herd got frisky and adventurous, bounding away happily away towards the forest. Utterly oblivious to danger or the ominous feeling of the place, the kid bounded into a cave, one Eins knew was but a hole in the hill, having taken shelter there before during unexpected rain.

She jerked suddenly, blinking in the fading sunlight. The kid she was chasing was sleeping beside it's mother, looking rather tired. Eins stood up from her usual seat under the oak tree, and went through her daily task, bringing the goats back to the pen. It wasn't until later that she realized she had no memories between the time she had stepped into the cave and when she had jerked awake under that oak tree. She had reassured herself it was but the heat and the stress of working, but the dreams she had for weeks after of sharp teeth and beings tearing into her flesh denied it was just stress. Thus,while her father took care of the goats, Eins went back to the cave.

She returned to her village later to find it ravaged by lycans, who tore apart at everyone they can catch. The village itself was burning down, the fires spreading fast. Eins herself would have been some lycans' dinner, if not for the mercenary band hired to clean out a bandit camp nearby. Having no other place to go, and understandably reluctant to remain in the village, she followed the mercenary band, the captain taking her in as his own. It was there she learned how to handle a sword, and learned about the thing masquerading as her left eye.

It was there that she earned her own reputation, and finally left the White Tiger mercenary group.

Motivation: She is in the Queen's Blade to be the next queen of... Oh wrong one. She is in the Queen's Blade to end the torrent of monsters coming into the world, and perhaps lower the number of those who lusts after her blood.

Stats & Traits

Strength: 5/10
Agility: 4/10
Charisma: 4/10
Magical Endurance: 3/10

Fighter: 5/10
--Slashing, Two Handed
--Blunt, Two Handed
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Sniper: 2/10
--Throwables (Small Knives, Axes, etc)
--Skill Set 2 (Unlocked at: 4 points.)
--Skill Set 3 (Unlocked at: 7 points.)
--Skill Set 4 (Unlocked at: 10 points.)
Leader: 3/10
Seducer: 0/10
Sneak: 0/10
Mage: 0/10
--Magic School 1 (Unlocked at: 1 Point.)
--Magic School 2 (Unlocked at: 5 Points.)

Experience Traits
--Barbarian: This character focuses quite happily on wielding two handed weapons, and has learned how to use them effectively. This is required to use two handed weapons properly.
Stat Requirements: Strength 4, Fighter 2.

--The Underdog Always Wins: You're a fighter who doesn't give even when facing something three times your size. Stronger opponents are more likely to underestimate you, giving you the edge at the start of a battle and neutral parties are more likely to cheer for you, or even help you, in a losing battle. As well, underdogs have the benefit of intimidating other enemies nearby if they win against a superior opponent quickly and with light wounds to no injuries at all.
Stat Requirements: Charisma 4, Fighter 4.

Conditions
--Clean Blood: This character is known as a clean blood, a member of their race whom has for several generations been lucky enough to avoid crossbreeding into other species for one reason or another. Due to this they can spend two extra points on physical stats. On the other hand, there are several creatures envious of clean bloods throughout the world... Especially vampires and lycanthropes, who prize the blood as being their equivalent to top shelf wine.
Effect: +2 Physical points on character creation. Vampires and Lycanthropes are more likely to come after your character, as well as other... Estranged... Characters.

--Ancestral Ghosts: When entering new areas, there is a chance that an ancestral ghost will appear to aid your character in some manner. Be that something as simple as being a guide, to something as crude as slitting the throat of a guard, or unlocking a locked door. Once used, the ancestral ghost leaves the area and may or may not reappear later. Ancestral ghosts have their own personalities and histories, and as such, it is worth noting that since most people do not lead evil lives, evil characters may have a harder time convincing their ancestors to aid them than good ones. On the other hand, good characters may have a harder time convincing their ancestors to do perturbing or morally questionable acts, even if it’s for the greater good.
Effect: Gives a chance for family ancestors--ghosts--to appear and aid the character based on their request.

--The Chosen One, Destiny: Those who become a champion of destiny usually pursue a cause which grants power over self, creates imbalance, or otherwise attempts to create chaos. These are usually more impactful towards the character themselves, sometimes at the cost of those around themselves.
Effect: When attempting to accomplish goals related to their fate or destiny, they gain bonuses to success, as it has been predestined. Conversely, when attempting to buck their fate or destiny, they may incur the scorn or wrath of fate and destiny.

Unique

--Unknown Eye: Her left eye is slightly discolored, as a result of the parasite that had burrowed into her head and eaten her original eye, and replaced it with it's own as it connected itself to her brain, and thus her whole body. In exchange for her being host, and providing it with food and shelter, it had granted her with a sort of short ranged extravision, letting her 'see' even when her own eyes cannot. Eins and the parasite shares vision of the eye.

Personal Section

Romance: Its alright for me, though it'd have to be reasonable. Falling in love with someone who have done nothing or have anything that my character feels loveable would be strange, no?

Play style:

It depends on what the situation calls for, and what my characters are. I'm ok with all of those, as long as it doesnt become too convoluted or drawn out.

Does the Kouri Plushie exist?: Yes it does. Keep it to yourself or the Inquisition may come. And no one expect the Spanish Inquisition.

Signature: GreenGoat
Hidden 11 yrs ago Post by Brovo
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Brovo

Member Offline since relaunch

Aerandir said
Brovo should I take up Will my old character or do you wish for a younger generation. It's iUp to you


Younger generation Aerandir. All the old characters are now unplayable as main protagonists, as I said on the Interest Checks section. :p
Hidden 11 yrs ago Post by Aerandir
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Aerandir The old guy

Member Seen 2 yrs ago

Ah missed that part. Good I wanted that anyways
Hidden 11 yrs ago Post by Alphakoka
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Alphakoka

Member Seen 5 days ago

Yo, reserving this spot.

Hidden 11 yrs ago Post by Gat
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Gat

Member Seen 9 yrs ago

Pokes thread tentatively...

... Hasn't tried to eat me yet....

So yea, when i can remember to read the first two posts I'll probably fix something up.

On a related note good to see you back with the guild Aer, any chance of your baby getting off the ground again? I don't even remember what it was called anymore but I still have my original files with the merc and the dwarf I made for it. :p
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