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Hidden 8 yrs ago 8 yrs ago Post by Mag Lev
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Mag Lev Chairman Sloth

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Aurelious, Vinderfvall, Ishiak-Cour-Rath, the name of this land varies between the three kingdoms which inhabit it. To the far north, the proud warriors of Havarth rule a land of frost and ice. In the deep south, the mystical and reclusive traders of Cour-Rath strive to conquer a land of fire and dire heat. In between then are those of the line of Jain, the mages and warriors of Aurelion Empire who seek peace, knowledge and, above all else, wealth. Long have these kingdoms warred against each other, if one could call the small raids against each other wars that is. Yet, despite their differences, they have all lived in relative peace. That is, until the coming of the third era, the Runic Age as it has come to be called, when the cataclysmic event known simply as the Crossing happened.

As the skies darkened and the eclipse began on the eve of the third era, nobody knew that it would harold such darkness, such destruction of the world as they knew it. The land shook and split, plumes of blue flame rising from under and eventually subsiding as the crystalline structure of large purple monoliths rose from them. They stood there as if watching the very existence of the land, the lives of the people. Eventually, everybody grew use to them. That is when the sightings of beasts began. Horrifying amalgamations of what magic could make stumbled through the countrysides, swam in the seas, and flew through the skies like birds. Some were peaceful, seeking nothing but a home in the foreign lands, and others more violent seeking nothing but bloodshed and a fresh corpse to feed off of.

Years have gone by since then and fear has grown in the heart of commoners, their lives facing the potential end any day they venture out to harvest of tend theirs fields. Though their name varies, there are those who seek to help the commoners and have since become known as the Vigilants. Men and women from all over join, throwing themselves at monsters faster and stronger than they are with hopes of destroying them. Then, there are those who do it for the money. A small tithe to be paid for whoever can kill monsters for the Vigilants. Whoever you may be, the land is yours. Fight for the people, for wealth, or for glory. Travel the lands or learn the secrets of the monoliths. Make what you will of the world for it is yours to explore. But beware adventurer for out there are secrets that even the most weather of men and women don’t know and a storm is brewing.







Races


Races will be listed here as they are submitted. Races such as Humans, Elves, Dwarves, and Orcs are self explanatory and thus don’t need to be written.



Places of Importance




Character Sheet








Rules for Making Characters:
1. Characters should be between the ages of 16 and 50. Why the low age and high age limitations you ask? Simple, this is a setting where the character's make their choice via their own experience. Those who are young will not be expected to be the best fighters and those who are old will be more veteran fighters for the Vigilants or more well versed in the world.
2. Character equipment should be logical. If your character was a former farmer's son, they aren't likely to have a full set of plate armor unless it is one given to them by the Vigilants.
3. Magic is limited to two types currently though extra types are up to discussion. The idea is to keep magic minimal as it is a skill that one both must be born with and learn over time to become better at. The types of magic are as follows: Runes and Elemental.

Runes are use for protection or setting up a perimeter. The longer a rune is active and the more runes which are active, the more strain it puts on the caster mentally. Most trained mages can manage close to 10 runes at one time though it puts strain on their focus and leaves them more prone to falling in physical combat.

Elemental magic is very simple in comparison to runic magic. Many mages are taught the basics of how to perform basic elemental magic for combat while rune magic is focused on to help the Vigilants and commoners. Those with training beyond basics can create fire from thin air, though not able to do as such with moist air or targets, and can even go as far as create barriers of stone. Elemental magic is not a constant drain on the focus of a caster but instead taps into their ability pull ether from the Void.

4. NPCs are not necessary but they make the world feel alive. Feel free to make them whenever you wish though they may not make an appearance in the RP until later if at all. The only exemption to this is when an NPC specifically travels with a PC.

5. The world map is as follows:


It is suggested to open in a new tab and zoom in so as to see the places better. A brief explanation is as follows. The south of the land is that of the Cour-Rathi, their capital is that of Ael Saharia. North and East of them are the Aurelions and their capital of Emperor's Retreat. To the far North and beyond many of the mountains are the Havarthians and their hold of Bear Hall. Plan accordingly if you character is from these regions for the humans, elves, and orcs vary in shapes and sizes accordingly. If you've read this far, put Vardenvall in the extras part of the CS.

6. All CSs are to be posted here, in the OOC(When it is done being made), or sent in a PM. If you need help with a CS, send me a PM or ask about it. Nearly everything about the world is open for discussion and character lor

Monsters


Any beast created by players will be placed here. If one wishes to create a monster, simply provide a description of the creature, a name, and a picture if needed. The description should include the size, feeding habits, fighting style, whether it is smart or not, and where it normally lives at.
Hidden 8 yrs ago 8 yrs ago Post by pugbutter
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pugbutter

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G
E G E
T E G E T
H T E G E T H
Y H T E G E T H Y
P Y H T E G E T H Y P
E P Y H T E G E T H Y P E
P Y H T E G E T H Y P
Y H T E G E T H Y
H T E G E T H
T E G E T
E G E
G
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Hidden 8 yrs ago Post by Oliver
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Oliver Stupid Kid

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I'm interested in this! I should have a CS up soon
Hidden 8 yrs ago Post by Athinar
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Athinar Big Stupid. Veteran from Oldguild.

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Question: Where on the map is Emperor's Retreat?
Hidden 8 yrs ago Post by Slamurai
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Slamurai

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Runes are use for protection or setting up a perimeter. The longer a rune is active and the more runes which are active, the more strain it puts on the caster mentally. Most trained mages can manage close to 10 runes at one time though it puts strain on their focus and leaves them more prone to falling in physical combat.


So what exactly can runes be used for other than establishing magical barriers? It seems that's their primary purpose, although when compared with the possibilities of elemental magic's utility, it seems rather limited.
Hidden 8 yrs ago Post by Mag Lev
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Mag Lev Chairman Sloth

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<Snipped quote by Mag Lev>

So what exactly can runes be used for other than establishing magical barriers? It seems that's their primary purpose, although when compared with the possibilities of elemental magic's utility, it seems rather limited.


My basic ideas is that runes can create magical barriers on buildings. They can also be set up in a circle around an area to act as an early warning system in case a foreign entity crosses the border of the runes. On top of that, it likely could be used for more complex magic by a person who has focused on training to do it. The more complex magic would likely include setting traps with runes which could be explosive, enchanting magical properties to normal weapons to allow damage to ethereal monsters, or further. The limit of runes falls within the same idea that it will drain the cast physically and mentally as well as having to place a rune which, for that matter, could easily be removed by accident of someone smart enough to notice it and its affects from afar.

Question: Where on the map is Emperor's Retreat?


If you go to the far right corner of the map and zoom in then scroll up slightly, Emperor's Retreat is in the center cluster of several towns including Fallenwood City and Castle Dagger.
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Hidden 8 yrs ago 8 yrs ago Post by Oliver
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Oliver Stupid Kid

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Okay, my CS is about 40% done. But I have some questions about potions. Like, what kind of potions are available and how expensive are they on average?

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Hidden 8 yrs ago Post by Mag Lev
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Potions are a more recent invention to Vindervall due to the preference of natural healing long before the arrival of magical plants as well. Some of these plants when mixed with others promote healing thus Healing potions were formed. An average healing potion that heals basics wounds would cost about 1 silver to buy from most vendors. The quality of the potion may vary with price and the size changes price as well. A large healing potion of high quality may very well cost around 25 silver a potion but it rarely used for anything less than deadly wounds. The secondary type of potions are Focus potions, similar to mana potions were mana a real thing. Focus potions extend the amount of mental energy and physical energy the consumer has and is mostly used by Casters. Rather than being seen as a near immediate reaction, like that of a Healing potion, a focus potion takes a little while to take action but lasts longer. Its average cost is around 5 silver for a good potion or 1 silver for a lesser quality potion.
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Hidden 8 yrs ago 8 yrs ago Post by Oliver
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Oliver Stupid Kid

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Okay, my CS is now about 78% done. I have no school tomorrow so I'll finish the biography sections then. In the meantime, would you like to check it for mistakes?

Hidden 8 yrs ago Post by Slamurai
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(About ten in human years)

not a virgin.



Do halflings mature super fast or?
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Hidden 8 yrs ago Post by pugbutter
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pugbutter

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He's either a 10yo who looks 16 or a 16yo who looks 10. I too am having trouble figuring it out.
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Hidden 8 yrs ago Post by Oliver
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@pugbutter Hobbit years are different from Human years. Chronologically speaking, he is ten years old, but he's matured to the same level that a 16 year old human would have.

And @Aristo believe me, us kids get into all kinds of trouble, especially those of us left to our own devices.
Hidden 8 yrs ago Post by Oliver
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Oliver Stupid Kid

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My CS is done.

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Hidden 8 yrs ago Post by Mag Lev
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Mag Lev Chairman Sloth

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My CS is done.



I like him, move him on over.
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Hidden 8 yrs ago Post by BayRat
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BayRat Oh No

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Jackal Westari


The wandering Gorgas.

Name:Jackal Ventmaw Westari
Aliases: Ventmaw, Carn
Age: 184
Race/Ethnicty: Gorgas
Place of Origin: The westari Gorgas Clan
Gender: Male
Class/Job: Mercenary/Hunter

Stats


Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats.


Strength: 20
Dexterity: 10
Constitution: 17
Intelligence: 10
Wisdom:13
Charisma: 5

Physical Attributes

Height: 9'6"
Weight: 994 lbs
Build: Slim but compact with muscle
Eyes:Yellow illuminating, crocodile-like eyes with a faint crimson glow
Hair: N/A
Skin Tone: Cobalt Blue diamonded-shaped scales with a white belly
Tattoos/Scars/Piercings: He has a large five claw scar over his left eye, and a scar from what seems to be a stab wound on his chest.
Day To Day Attire: An iron reinforced armored loincloth made from hairs of an unknown mammal, two iron wrist guards, and two iron rings and wrapped fiber around the ankles.
Strengths: Max of 3

  • Practically a monster, he is absurdly strong and durable, extremely dangerous in close range combat.
  • Fire based attacks and other factors based upon high temperatures are directly ineffective against him aside from side factors like explosive force that could result from such an attack.

Weaknesses: Minimal of 3

  • His exposed chest is an easy weak
  • point past his natural armor, being cold blooded cold environments hinder him greatly and can be potentially fatal.
  • Long range combat can be a bit of a struggle as all he can do is attempt to close the distance or defend himself.
  • Being cold-blooded, cold environments and attacks similar to that affect are especially effective against him.
  • He is not a good talker, both with a heavy accent of what would be described as a demon trying to speak like a human, and his poor understanding of the english language.


Psychological Attributes

Trait * Trait * Trait * Trait


Sexuality: Male
Relationship Status: N/A For now
Personality: Jackal was a proud warrior of the Westari Clan, upholding honor as he fought mercilessly against others of his own race that were not of his tribe. Compared to other Gorgas's though, he was easy to talk to and socialize within his own tribe. He enjoyed hunting animals as a hobby, which sometimes translates over in his fights with more intelligent creatures.
Jackal, since the death of his tribe, has been scarred by the loss, and becoming much more reclusive. He is a creature of few words and only acts when he feels he needs to. But beneath that quiet and patient demeanor, is a thirst for bloodshed, which he will happily inflict upon the monsters that plagues this world.

While he may show off a few times when he gets lost in combat, he is overall a humble warrior, and respects all others who follow a similar path, be it less violent or of another race entirely. While difficult to talk to, once a bond is made he will never betray an ally or a friend, but expects the same devotion from others as well. Should one perform such a dishonor would translate to a rage without mercy.
Habits: Minimal 2

  • He has an acquired taste for flesh, particularly racial flesh such as elves, orcs, humans, and other Gorgas. He hides this tendency as he is self conscience of how the others will see it as taboo, and it is almost more of an addiction.
  • Prolongued combat can drive him into less of a civil warrior and more of a savage beast, especially when wounded or provoked enough.

Hobbies: He loves to collect gold and other valuables from defeated foes or as rewards for jobs. Additionally, he loves to hunt, mostly wild creatures, but sometimes he tends to hunt more intelligent prey as well. That being said he very much enjoys nature.
Fears:

  • Loss, he cannot stand loosing another loved one, should he make one again. Another reason for his reluctant communication. He cannot stand the emotional pain that comes with loss, such things can drive him mad and scar him deep, naturally fearing such a fate and would sooner die then to experience it again.
  • Illness. Experiencing his own tribe being wiped out by the Dragonsbane Virus, seeing anyone remotely ill stricken can cause him great worry and dismay. He does not like the idea of dying at anytime other then in combat, especially a slow and painful demise that could make someone so weak and helpless all the while. Part of the reason why he now interacts with the rest of the world as a mercenary is in hopes of finding a cure to the virus that threatens him.
  • Winter. The season itself brings out the cold conditions that cold-blooded creatures such as Jackal despise. Cold elements and enviorments discourage him emotionally as well as weakening his vitality overall. Like diseases, he is terrified of the thought of dying in the cold, alone and frozen. Should he ever get caught in such an environment, he will go to extremes just to keep warm.


Likes: 6 minimal

  • Extreme temperatures
  • Hunting
  • Nature
  • Soothing Music
  • Treasures of any value
  • Fighting
  • Shed season
  • Nightfall (and dark environments)


Dislikes: 6 minimal

  • Other Gorgas
  • Cold conditions
  • Deceit
  • Weakness
  • Cowardice
  • Unholy Abominations


Skills

A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges



  • Skill: Close quarters combat; His natural weaponry and durability (Claws, speared tail, fire breath, etc) combined with his brutish strength can easily overpower even monstrous foes. More over, his combat style varies between his moods. In a more calm demeanor he can be quiet skillful with his sword, but in a further enraged state he will forego traditional swordplay for brutish swings and similar tactics, making him hard to predict. His racial strength and size are factors to look into.
  • Skill: Hunting; His natural vision (eyes that can glow in the dark) and the strength of his smell from his forked tongue makes him an excellent tracker, and his experience as a younger since a hatchling has given him a talent to stealth in various natural environments despite his monstrous size.
  • Skill: Hand Crafting Equipment: With the right materials he can makeshift primitive tools and wares such as tents or stone spears. If having access to metal and molten liquids he can even hand craft various metal weaponry of his design, albeit not as structured or good as more traditional and advanced techniques.
  • Skill: Bravery: Even with his fears, he is not afraid of death itself, and in combat such fears would usually only make him fight more aggressively then flee. While this in of itself may result in victory or loss, it is difficult to intimidate him.
  • Skill: Wise with Age: Being so old, he has much experience with the natural world and both its wonders and horrors, he a sound mind despite going into a few enraged states here and there, aside from angering him there are few other things that can taint his conscience. Rarely does he act brashly outside of fighting tactics.
  • Skill: Protector: Fearing loss, he will be sure that he will be injured before an ally. Sooner he die then someone he is assisting. Allies that are near him should expect him to be a giant shield.
  • Fire Breather: As a racial Trait he can breathe jets of flames from his mouth.


Possessions


Possessions Generally On Person: Clothing, coin purse, money, etc

  • Item: Armored Loin Cloth
  • Item: Ankle Wrappings
  • Item: Wrist Gauntlets
  • Item: Dormun, his 8ft long hand-made iron greatsword
  • Item: A wrist-shield that is the shape of a narrow rectangle made of iron
  • Item: A small chest he straps to his back that holds his personal collection of rare treasures.

Weapons: Personal weapons, no magically enhanced items

  • Item:Dormun his 8ft long hand-made iron greatsword. Its great weight and size make it nearly impossible to wield for most, Jackal uses it in a combation of both a sort of heavy club or a slashing tool.
  • Item: Shield Two narrow rectangular shields he equips to both wrist guards.


Pack Contents: What do you carry in you pack when traveling

  • Item: Gold Currently has a small heap of a 100 copper coins
  • Item: An assortment of various raw meats stored with salt preservation, some of it has human origin.
  • Item: A handcrafted jug of water made of clay and plant fiber.


History

Parents: Both parents, Jorm Westari and Lizzari Westari are deceased
Siblings: His brother, Tielray, deceased.
Childhood: All of his tribe, the only people he knew prior, are deceased.
Adulthood: N/A
Special Moments: Peaceful moments, offers or tokens of friendship, the heat of battle.
Current Events: After loosing his tribe, he raised himself in the local wilderness for a while, before eventually stumbling upon a human settlement and after much interaction became a mercenary of sorts, doing various tasks that he deems fit to take in exchange for currency and other valuable rewards. Often resparking his tribal warfare back round, he also sees it as an opportunity to find medical professionals and try to find a cure from them.

Extras

Character Quote: "To Serve is Honor, let honor each other."
Theme Song:
Aura Color: Crimson Red
Scent: The residue of consumed victims can be smelled from his very breathe, mixed with burning wood and charcoal.

Hidden 8 yrs ago 8 yrs ago Post by Slamurai
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@Mag LevI think I might pick Galet Slott as my char's homeland; is it cool if I write that "Rilia" region up as a relatively independent elven land? I'm also wondering how far the three major nations' borders go, and who has dominion over most of that big western peninsula.
Hidden 8 yrs ago 8 yrs ago Post by Thecrash20
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I purposely let the History be a bit dry for more room, to expand in the RP. That and more time for inspiration to occur.
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Hidden 8 yrs ago Post by pugbutter
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@Thecrash20 Nice portrait! Vinland Saga is awesome and so is Thorfinn.
Hidden 8 yrs ago Post by Mag Lev
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Mag Lev Chairman Sloth

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@Mag LevI think I might pick Galet Slott as my char's homeland; is it cool if I write that "Rilia" region up as a relatively independent elven land? I'm also wondering how far the three major nations' borders go, and who has dominion over most of that big western peninsula.


About as far west Uder Stun would Aurelion territory, though not part of the empire technically. My idea is that he Elves came from the west a long time ago and integrated with many of the people, some setting up a small nation on the end of the peninsula pass Uder Stun while others maintaining independence as city states in the Rilla region.

Jackal Westari


The wandering Gorgas.

Name:Jackal Ventmaw Westari
Aliases: Ventmaw, Carn
Age: 184
Race/Ethnicty: Gorgas
Place of Origin: The westari Gorgas Clan
Gender: Male
Class/Job: Mercenary/Hunter

Stats


Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats.


Strength: 20
Dexterity: 10
Constitution: 17
Intelligence: 10
Wisdom:13
Charisma: 5

Physical Attributes

Height: 9'6"
Weight: 994 lbs
Build: Slim but compact with muscle
Eyes:Yellow illuminating, crocodile-like eyes with a faint crimson glow
Hair: N/A
Skin Tone: Cobalt Blue diamonded-shaped scales with a white belly
Tattoos/Scars/Piercings: He has a large five claw scar over his left eye, and a scar from what seems to be a stab wound on his chest.
Day To Day Attire: An iron reinforced armored loincloth made from hairs of an unknown mammal, two iron wrist guards, and two iron rings and wrapped fiber around the ankles.
Strengths: Max of 3

  • Practically a monster, he is absurdly strong and durable, extremely dangerous in close range combat.
  • Fire based attacks and other factors based upon high temperatures are directly ineffective against him aside from side factors like explosive force that could result from such an attack.

Weaknesses: Minimal of 3

  • His exposed chest is an easy weak
  • point past his natural armor, being cold blooded cold environments hinder him greatly and can be potentially fatal.
  • Long range combat can be a bit of a struggle as all he can do is attempt to close the distance or defend himself.
  • Being cold-blooded, cold environments and attacks similar to that affect are especially effective against him.
  • He is not a good talker, both with a heavy accent of what would be described as a demon trying to speak like a human, and his poor understanding of the english language.


Psychological Attributes

Trait * Trait * Trait * Trait


Sexuality: Male
Relationship Status: N/A For now
Personality: Jackal was a proud warrior of the Westari Clan, upholding honor as he fought mercilessly against others of his own race that were not of his tribe. Compared to other Gorgas's though, he was easy to talk to and socialize within his own tribe. He enjoyed hunting animals as a hobby, which sometimes translates over in his fights with more intelligent creatures.
Jackal, since the death of his tribe, has been scarred by the loss, and becoming much more reclusive. He is a creature of few words and only acts when he feels he needs to. But beneath that quiet and patient demeanor, is a thirst for bloodshed, which he will happily inflict upon the monsters that plagues this world.

While he may show off a few times when he gets lost in combat, he is overall a humble warrior, and respects all others who follow a similar path, be it less violent or of another race entirely. While difficult to talk to, once a bond is made he will never betray an ally or a friend, but expects the same devotion from others as well. Should one perform such a dishonor would translate to a rage without mercy.
Habits: Minimal 2

  • He has an acquired taste for flesh, particularly racial flesh such as elves, orcs, humans, and other Gorgas. He hides this tendency as he is self conscience of how the others will see it as taboo, and it is almost more of an addiction.
  • Prolongued combat can drive him into less of a civil warrior and more of a savage beast, especially when wounded or provoked enough.

Hobbies: He loves to collect gold and other valuables from defeated foes or as rewards for jobs. Additionally, he loves to hunt, mostly wild creatures, but sometimes he tends to hunt more intelligent prey as well. That being said he very much enjoys nature.
Fears:

  • Loss, he cannot stand loosing another loved one, should he make one again. Another reason for his reluctant communication. He cannot stand the emotional pain that comes with loss, such things can drive him mad and scar him deep, naturally fearing such a fate and would sooner die then to experience it again.
  • Illness. Experiencing his own tribe being wiped out by the Dragonsbane Virus, seeing anyone remotely ill stricken can cause him great worry and dismay. He does not like the idea of dying at anytime other then in combat, especially a slow and painful demise that could make someone so weak and helpless all the while. Part of the reason why he now interacts with the rest of the world as a mercenary is in hopes of finding a cure to the virus that threatens him.
  • Winter. The season itself brings out the cold conditions that cold-blooded creatures such as Jackal despise. Cold elements and enviorments discourage him emotionally as well as weakening his vitality overall. Like diseases, he is terrified of the thought of dying in the cold, alone and frozen. Should he ever get caught in such an environment, he will go to extremes just to keep warm.


Likes: 6 minimal

  • Extreme temperatures
  • Hunting
  • Nature
  • Soothing Music
  • Treasures of any value
  • Fighting
  • Shed season
  • Nightfall (and dark environments)


Dislikes: 6 minimal

  • Other Gorgas
  • Cold conditions
  • Deceit
  • Weakness
  • Cowardice
  • Unholy Abominations


Skills

A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges



  • Skill: Close quarters combat; His natural weaponry and durability (Claws, speared tail, fire breath, etc) combined with his brutish strength can easily overpower even monstrous foes. More over, his combat style varies between his moods. In a more calm demeanor he can be quiet skillful with his sword, but in a further enraged state he will forego traditional swordplay for brutish swings and similar tactics, making him hard to predict. His racial strength and size are factors to look into.
  • Skill: Hunting; His natural vision (eyes that can glow in the dark) and the strength of his smell from his forked tongue makes him an excellent tracker, and his experience as a younger since a hatchling has given him a talent to stealth in various natural environments despite his monstrous size.
  • Skill: Hand Crafting Equipment: With the right materials he can makeshift primitive tools and wares such as tents or stone spears. If having access to metal and molten liquids he can even hand craft various metal weaponry of his design, albeit not as structured or good as more traditional and advanced techniques.
  • Skill: Bravery: Even with his fears, he is not afraid of death itself, and in combat such fears would usually only make him fight more aggressively then flee. While this in of itself may result in victory or loss, it is difficult to intimidate him.
  • Skill: Wise with Age: Being so old, he has much experience with the natural world and both its wonders and horrors, he a sound mind despite going into a few enraged states here and there, aside from angering him there are few other things that can taint his conscience. Rarely does he act brashly outside of fighting tactics.
  • Skill: Protector: Fearing loss, he will be sure that he will be injured before an ally. Sooner he die then someone he is assisting. Allies that are near him should expect him to be a giant shield.
  • Fire Breather: As a racial Trait he can breathe jets of flames from his mouth.


Possessions


Possessions Generally On Person: Clothing, coin purse, money, etc

  • Item: Armored Loin Cloth
  • Item: Ankle Wrappings
  • Item: Wrist Gauntlets
  • Item: Dormun, his 8ft long hand-made iron greatsword
  • Item: A wrist-shield that is the shape of a narrow rectangle made of iron
  • Item: A small chest he straps to his back that holds his personal collection of rare treasures.

Weapons: Personal weapons, no magically enhanced items

  • Item:Dormun his 8ft long hand-made iron greatsword. Its great weight and size make it nearly impossible to wield for most, Jackal uses it in a combation of both a sort of heavy club or a slashing tool.
  • Item: Shield Two narrow rectangular shields he equips to both wrist guards.


Pack Contents: What do you carry in you pack when traveling

  • Item: Gold Currently has a small heap of a 100 copper coins
  • Item: An assortment of various raw meats stored with salt preservation, some of it has human origin.
  • Item: A handcrafted jug of water made of clay and plant fiber.


History

Parents: Both parents, Jorm Westari and Lizzari Westari are deceased
Siblings: His brother, Tielray, deceased.
Childhood: All of his tribe, the only people he knew prior, are deceased.
Adulthood: N/A
Special Moments: Peaceful moments, offers or tokens of friendship, the heat of battle.
Current Events: After loosing his tribe, he raised himself in the local wilderness for a while, before eventually stumbling upon a human settlement and after much interaction became a mercenary of sorts, doing various tasks that he deems fit to take in exchange for currency and other valuable rewards. Often resparking his tribal warfare back round, he also sees it as an opportunity to find medical professionals and try to find a cure from them.

Extras

Character Quote: "To Serve is Honor, let honor each other."
Theme Song:
Aura Color: Crimson Red
Scent: The residue of consumed victims can be smelled from his very breathe, mixed with burning wood and charcoal.


Accepted.



I purposely let the History be a bit dry for more room, to expand in the RP. That and more time for inspiration to occur.


Also accepted.
Hidden 8 yrs ago Post by The Harbinger of Ferocity
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The Harbinger of Ferocity

Member Seen 3 yrs ago

You have my attention, @Mag Lev. I might need to draw together a few pieces to submit for this.
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