If the expedition team ends up being alive, Kaeci is going to have some sharp words with Stephan about his conduct...and an instance that he 'make right' on the bet they started. The money doesn't mean anything to him, but its the principle of promise. In all reality, Kaeci is probably in for a long walk back with Stephan being a c*** every step of the way about how to spend their money.
Alright, I'll put it in italics for thoughts and I'll color it for talking. I've been solo writing for so long, I forgot that I'm not the only one who is reading my content.
Realized I didn't respond to this. Thank you sir for your consideration
Bio: Glyndan Fireshoot, of the northern Fireshoot clan, was born to a long line of mages. His childhood was an interesting one. Being raised by powerful magic users was bound to cause its own dramas. Several things were different from ordinary childhood. For one, instead of being grounded, he was banished to the Astral Plane. Another is that he was forced to solve most things with magic, with nearly every birthday being celebrated by a new magical artefact to nudge him along to be a high mage. The main competition came from his brother though. A few years younger than Glyndan. Glyndan's brother showed more desire to be a high mage.
When Glyndan was 40, his Father, the old High Mage, fell ill. He tried to use a spell that was too powerful for him. A small crack appeared on his soul stone, and he started dying. Over three years, Glyndan's father came closer and closer to death, until he died. Glyndan was told to take up the duties of High Mage but passed it on to his brother. Glyndan wished a life of adventure instead of being locked in a tree fort for the rest of his life. So, Glyndan worked on a Grimoire, made a few wands and staves. Then set off for a life of adventure.
He spent around five years travelling, learning to appreciated humans and the other races. Learning to use his magic and artefacts in new and better ways. He finally heard of the Bloodrose Irregulars sixteen years ago. So, Glyndan joined up with them. He never really got close to anyone in the company, but felt like he should. He often opted to do things alone but is starting to feel like he should start letting others in. To start working with others. To get to know the men and women who have fought by his side the last sixteen years.
Fighting Style: Very flashy, and heavily focused on magic and showmanship. Equipment:
Rings of feather falling were crafted with an intricate feather pattern around the whole ring. Although not required for their construction, the rings were often decorated with malachite, because common folk believed (erroneously) that the stone had gravitational intervention powers. The Ring allows the wearer to slow their rate of descent when falling. When the wearer falls more than five feet suddenly, their decent slows to that of a feather. Hence the name and design. Glyndan wears his on his left middle finger.
(Wind Magic)
Every ten minutes, the ring of regeneration emitted a burst of recuperative magic, restoring part of the health of its attuned wearer. It was also capable of regenerating lost limbs, in a process that took a few days. Glyndan wears his on his right ring finger.
(Life Magic)
The exact use of the Celestial Chest is unknown, as many of the mechanisms within it have yet to be activated. It is some form of puzzle, that Glyndan has not been able to solve. He received it as a parting gift when he started his life of adventure, and the only thing he has figured out is that it can trap non-corporeal entities within it. He often leaves it at the Bloodrose Headquarters.
(Arcane Magic)
Glyndan's Grimoire. It not only contains the spells he knows but is also enchanted to protect it from wear and tear, as well as people trying to steal his spells.
(Arcane Magic)
This wand is imbued with a spell known only as Rot. It emits a purple bolt that causes things to decay.
(Death Magic)
This wand is imbued with a spell that causes plants to grow from where the green bolt struck. Is the target was already a lant, then the existing plant would grow bigger, but if no plant was present, a random plant would grow.
(Nature/Life Magic)
Skills/Abilities:
By lighting an ordinary candle, and muttering an incantation, the caster gains incredible reading abilities while the candle burns. For the duration of the spell, Glyndan gains the ability to read non-magical texts at a rate of 50 pages per minute and have a perfect recollection of any information gained during the spell's duration. (Arcane Magic)
The spell transmutes three pages within the grimoire, that are transcribed with this spell, in a way that detaches them from the book. The pages gain razor sharp edges and fly to cut a target. After slicing the target, they return to the grimoire where they reattach. (Arcane Magic)
By waving his hand, and saying the executioner's prayer, Two ethereal chains bind the victim and pull them to the ground, where a blade appears above their head. The blade rises slowly, and if the victim does not escape in time, the blade falls down and decapitates the victim. (Arcane Magic)
The Eldritch Weave is mystical energy that Glyndan can manipulate. It is orange in colour, and it manifests physically in a way similar to Dr Strange in the Cinematic universe. Effectively letting Glyndan constructs and bolts out of this arcane energy.
(Arcane Magic)
The spell allows Glyndan to summon a mystical throwing glaive that he can control via mental commands. The Glaive can be used as a focus for other spells. Most notable raining down eldritch blasts from above.
(Arcane Magic)
Other Information:
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the O
@Sanity43217 looks good for the most part. Only thing that's getting me is the ice blast right. I dont mind passive abilities off of rings and such. But for active spells I think the minimum would be a wand. Other than that looks good.
@Lumiere I'm torn, truly. As a person, my immediate reaction is "Aww, I made the slave-bunny sad," but, as some jerk on the internet, I'm pleased to see contrition in my underlings.
If I praised his actions, then I'm encouraging bypassing the chain of command, not to mention I'd only add onto the animosity Stephan has goin' on. Worst case, it becomes everyone against him, and that will in no way help. By coming down on everyone equally, I become the asshole everyone's sore at.
It's classic boot camp mind-games. Give everyone something in common and they'll be that much closer to being a proper unit.
Eris possesses ghostly pale clear skin to the point where she looks almost doll-like. Her build is extremely slender and petite, and her eyes are an unusual mix of a bright yellow iris with a thick black limbal ring that makes her gaze far more intimidating than it should be from someone of her stature. She stands at around 5'1 on a good day, but this is brought up an inch or so with heels. She's almost always seen in the outfit in the picture or something similar given that her fashion taste is what her grandmother made for her. Often times she's mistaken to be much younger than she is due to her stature and short height.
Biography
Eris has no memory of her parents. Her father had been a knight who had perished to an illness months after her birth, and her mother was so grief-stricken by the event that she had committed suicide. The succession of the child that had been named "Eris" by her father was a hot one among her province. Some of her uncles and aunts wanted to take her in to use as a bargaining chip, some of her more distant relatives wanted to marry her to their sons to inherit the large fortune of her family. However, her grandmother was the one who took her in despite initial hesitation given that she'd feel guilt until her death if she let them get their hands on her.
She came from a noble house with a large amount of money, and this was used in her upbringing. Her grandmother was old and frail, and whilst she tried to spend as much time with her granddaughter as she could, her body could not keep up and a vast amount of different tutors and the like were spent on educating this girl. Every option was available to her, but she seemed to find solace in things that were considered boring or dull by other children her age. She enjoyed tailor-ship as it allowed her time with her grandmother, and she enjoyed reading. Physical activities were not to her interest, and she found little fun in keeping company with other children. She became something of a loner in her childhood, a shut in who preferred to lose herself to novels and her studies rather than engaging in court activities or physicality. Her time spent around books made her weird - she began to take on strange speech patterns and became increasingly morbid.
However, the girls life took a turn when her aptitude for magic was discovered. It was far beyond anyone's expectations and she learned extremely quickly, partially because of the massive interest she had taken in it. She learned at a pace not really seen before by any other mage - to say she was a prodigy would be an understatement. Other schools of combat she was completely unsuccessful at aside from the extreme basics, but her ability far surpassed anyone else's at her age in this field.
Years passed and her progress continued. Her curiosity had overtaken her innate disinterest in people and she began learning about the world from real experience rather than what she'd read in books. The beauty of the world unveiled itself to her as she began to spend more and more time exploring her families vast estate and the forests within. It was at this time where she knew that she had to explore the world and the various things within it, to see what the books had told her about and experience the same stories that her grandmother told her.
Around the age of 16 and a half, Eris' grandmother became extremely ill. She no longer had the ability to care for the girl and organise tutoring or the like for her without grave cost to her health. She noted the girls immense magical potential, a willingness to explore and a requirement that she had to grow up to become the next head of the family. With her last wish to her granddaughter before she condemned herself to her bed, she inquired upon an old friend for a favour. She'd hired the Irregulars for tasks before, and she figured she could leverage their friendship to take in her granddaughter. She was a girl who preferred to listen rather than talk, and she also had skill in the field of battle. What was there to lose by taking her under their wing?
She was hesitant to join at first but the prospect of adventure and making her grandmother happy won her over. The girls past few months at the company had been eventful. She'd learned a lot from the magicians who worked there, and even managed to make a few friendships. She affectionately gave out nicknames to the guild mates and gave them gifts every time she wanted to ask something which made her well liked among the majority of the company. However, her thirst for adventure hadn't been sated and she craved a real challenge - one that would put the skills she'd been acquiring to the test.
Fighting Style
Dark Mage. She doesn't fight from a distance but uses her large amount of re-positioning and defensive spells to keep her safe whilst she launches her assault.
Equipment
Eris' Grimoire "Ruin" - Surprisingly filled with spells for a girl her age, though it would be expected of someone of her talent level. It's rather distinct to a lot of other grimoires as it's quite small in size and easy to hold with one hand, though that's how Eris prefers it.
Clothing - Eris holds a few different dresses that were made for her by her grandmother, but she only tends to keep 2 on her. They fold easy, are much lighter than their frilly appearance looks and are quite durable. They definitely give off the aura of a rich girl.
Strange Necklace - A necklace that has been passed down by the side of her family who has god's blood. An interesting cross shape that shines brightly and never gets dirty. Eris wants to figure out the meaning of the shape and the properties it holds, but her investigation has been fruitless so far
Needles + String - Eris always carries around needles and string with her to repair any damaged clothing and also as a form of last ditch defence/form of utility. She's very accurate when throwing needles.
Money - Eris always carries a decent sum of money with her, as her grandmother had told her to. Whilst she doesn't carry too much of the family fortune, she's not struggling any time she needs to buy new equipment or make a transaction.
Writing tools - Eris always keeps a tool to write with. She likes writing a recall of her journey and she also likes writing letters to her grandmother.
End - A thin stiletto made of pitch black steel. It's hard to spot at night time and she almost always keeps it hidden where it isn't visible as a secret weapon. The guard has an extremely ornate guard to it
Skills/Abilities
Enhanced Physical Ability - For a girl as frail as she looks, Eris actually has quite good physical conditioning mostly stemming from her gods blood given as she puts next to no effort into it. She's quite strong and can take far more hits than she should be able to, but she tires easily from physical tasks that are too strenuous. Whilst she is strong however, she holds absolutely zero combat ability to the point where she can't even throw a punch correctly.
Tailor - Eris is extremely skilled at making and repairing clothes + sewing, as sort of a hand-me-down from her grandmother. She rather enjoys making clothes for those she thinks would be cute in them.
"Ruin"
Eris' Grimoire. She uses this as the conduit for all of her spellcasting. It's pitch black on the exterior. Her magic type is Dark.
Hate Spike - A concentrated spike of dark energy that rises from a shadows position. Activates through a command of snapping her finger. She must have either touched the shadow or the shadow has to belong to her to be able to cast this ability.
Ruinblade - A thin horizontal blade of dark energy casted at high speeds. Cast command is through waving her arm.
Abyss - Creates a large region of shadow on the ground in front of Eris.
Split - Allows Eris to leave her shadow at a single position, and swap back to its location when re-casted. Has a limited effective range.
Charades - Eris makes a shadow of a creature and brings it to life. The closer the accuracy of the charade, the more powerful and more durable the creature.
Lord of Shades - Eris steals the shadow(s) of her opponent(s) and turns it on them. The shadow holds the same physical capabilities as the original, but it is mindless and unable to replicate magic or fighting technique. Only works on up to 2 foes in its current state.
Puppet Strings - Creates a strong string material either coming from a shadow or herself in which she can attach it to something. It is at least as strong as steel, and not easily broken yet slow moving. If attached to an unconscious, dead or non-living being, Eris can manipulate them as if they're alive
Nero - Eris summons a large shadow-golem puppet, around 7ft tall with long arms albeit thin. It is chained to the ground but extremely durable and quick moving in its area of effect. Primarily a defensive spell. Affectionately named after a deceased family pet from her childhood.
Endbringer - Eris' most powerful offensive spell. A collective ball of dark energy is built up over a period of time and fired at a target. Once it reaches a destination, it explodes in a radius dealing massive damage and restricting vision in the area based on the amount of energy built up. Mostly used as an execution move due to the ease in which it can be dodged.
Oblivion - Eris creates two arms made of shadow that are both around the same size as her. The way in which she moves her own hands is the way in which these ones move. The darker it is, the more powerful these appendages are.
Other Information: Although she is classified as human, she holds direct blood ties to a God. As to what god, she's unaware but she's researching and trying to figure out what secrets her ancestry holds. Her abilities and physical attributes are boosted slightly due to this but the blood relation is extremely diluted due to hundreds of years passing since the age of the gods, and the less common attributes brought by this ancestry bring her more attention than she'd like.
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
@Milim ok looked it over. Only thing I see with her having so many spells and being so strong at a young age I dont see much room for her to grow in power terms for a while. But if you are ok with that then fine and I'll accept her. Or alternatively maybe take the shadow golem and shadow arms off for now so you could learn them in the future. But up to you feel free to move her over and post
That's perfect actually. I had planned to have her stagnate for a while in terms of power and have that be one of her motivations for staying with the irregulars - to overcome that freeze in growth.