Ok so updated a bit, though I'm not too sure how to write the magic up too much. And atm I just have basic equipment as not sure on what would be blessed/wouldn't be blessed, or if a trainee would even have blessed equipment.
Age: 19
Gender: Female
Race: Human
Rank: 6 of Sword
Appearance: Maribel is a somewhat taller woman, standing at 6 feet, weighing about 170lbs, with a slim but strong build. She has silky red hair that she keeps loose and has light, brown eyes that elude a kind of innocent naivete. She looks to keep her appearance immaculate, sometimes spending hours just polishing her armor. Her casual attire consists of light, flowing dresses or tunics.
Personality: Maribel is a devout follower of the goddess Mayon, swearing an oath to protect the weak from those that wish to bring them harm and bring said dark beings to justice. As such she is a kind and gentle individual, innocent in her world views that besides those that obviously display evil behavior, that all around her also follow her frame of mind in wishing to protect and serve. She is also quite naive, often believing the words of strangers as truth.
She has a strong sense of justice and a large protective streak, unhesitant in her efforts to keep others safe even at the cost of her own well-being, such as putting herself between others to stop anything that may be trying to bring them harm. She has a more defensive, support based mindset when in battle, looking to buff or protect her allies, doing minimal fighting unless she is desperately required.
Brief Backstory: Maribel basically never knew her parents, though she knows they were adventurers who perished on a quest while she was barely a toddler, so she was taken in by the church. At first, she was raised to be a servant to the church, a sister or a nun of sorts that would devote herself to the churches of Reon and Mayon. However, when she started to exhibit a strong will to protect others, often protecting other children from larger bullies even if she came back battered, bruised and bloodied, it was decided she needed to be taught to protect herself, and eventually, when she was old enough she was inducted into the Paladin training regime to best utilize her talents.
While the Paladin training was difficult, her desire to serve Mayon as best she could would keep the girl going no matter how much her body would ache after the strict and intense training sessions, no matter how many times she was hit by wooden weapons, the burning in her arms and legs as she built up strength. It was all worth it when she reached the stage of training that she is at now; practical experience. It allowed the Paladins who had gotten this far into their training to experience the real world, their first taste at what they would be getting themselves into. It would also teach her how to work with adventurers and others in general outside of her order, a valuable experience for a situation that was sure to occur in the future. So with a letter of recommendation, she signed up to the guild of Estival.
Equipment: A sword, mace, armour and shield given to her by the church.
Clothing and provisions as one might expect a young adventurer to carry, though of note for clothing is some ceremonial outfits or more fancy ball type outfits.
Skills: Weapon training: As a Paladin in training, she has been training with swords and maces to best utilize her shield.
Divine Magic: While her mana fuels her magic, her magic was a blessing giving to her by the priests of Mayon, a wonderful holy magic to allow her to protect and serve in the goddess's name. Using this, she manipulates water, is given some healing abilities and other related abilities.
She also has an education in a few fields, mostly the history of the church/country and the like, but also basics like maths and reading/writing.
Appearance: Ifrari stands at an average 5'9, is fairly lithe, and is deathly pale. He has startlingly blue eyes and long, braided black hair with an undercut. On missions, he will tie it into a tight bun to prevent it from getting grabbed or otherwise obstructing his movements. Outside of adventuring, he prefers dressing flamboyantly, a dark blue jacket with a light blue furred hoodie one of his favourite items. On missions, he will adopt a practical, comfortable, if drab attire.
Personality: Somewhat of a hedonist and a free spirit, Ifrari desires to live an enjoyable life on his own terms. He is a curious sort, especially about different races, cultures, and lands. He's the type who can easily break the ice with a general kindness and affability. Ifrari likes to have fun, and can take a joke even at his own expense. Though he's open even with strangers, he doesn't trust easily and is extremely tight-lipped about what his life before he started adventuring entailed. When in a potentially dangerous situation, however, it's almost as if he's an entirely different man, becoming focused, quieter, and more detached. As swiftly as he can establish connections in peaceful environments, adventuring with a team is honestly often stressful for him, and his frayed nerves can easily contribute to a conflict. Due to a desire to be in control, he feels compelled (and sometimes even duty-bound) to take on the leadership role, a role that reveals him to be a harsh taskmaster. On the occasions that he can feel comfortable with someone else being a leader (those occasions being when he recognizes a person as equally or more capable than himself), he will absolutely want to situate himself as an advisor of tactics and strategies. Though he has high standards, he is not a hypocrite, and will put in more than his share of effort, more than willing to offer a helping hand to those who are honestly in need or show a desire for learning and improvement.
Brief Backstory: Born in the far, far north, in a vast underground dark elven complex within the Barukstaed region, Ifrari was the first child of an average dark elf couple; a hunter father and a priestess mother. At two years old, his younger sister Rielgi was born. His sister exhibited a great magical talent in her early years, and when Ifrari learned she was to be formally tested for the full extend of her aptitude, he convinced his parents to go along and be tested as well - just in case he had some powers too. His parents allowed it, and so the siblings were taken by their mother to a temple for the aptitude test.
Ifrari was found to posses some small amount of magic, just enough to learn a few minor support spells. Though he was pleased to have a bit of what his sister had, his success was overshadowed by the frankly genius level of talent and vast amounts of mana his sister had. Ifrari was jealous and disappointed, because he'd built an expectation that he'd do everything alongside his sister. However, Rielgi was seen fit to be formally and thoroughly educated as a sorceress,and Ifrari was not. Even though they were close, Ifrari realized they would have to tread separate paths. In the end, this separation was not quite as dramatic as Ifrari had imagined; they still shared a living space, had their general education in common, and spent their free time together.
And so, during the period Rielgi spent learning how to use her inherent magical talents, Ifrari had committed himself to learning his father's skill in hunting, though when it came to wisdom and social relationships, he tended to turn to his mother. Ifrari was taught cautiousness, the layout of their underground network, the dangers that lurked both within (rivalry and duplicity) and without (the beasts they hunted - or were hunted by), and once his theoretical knowledge was satisfactory, he began learning more practical matters, such as how to make and utilize traps, how to handle a weapon, how to prepare the prey he caught et cetera. Sometime in his middle teens, Ifrari began hunting with his father's team, and not long after, he found himself a tutor he could trust to learn some magic. The spells he learned were all of a sort that could help in the pursuit and killing of beasts.
Years passed, and he became an established hunter of his own. He would have probably spent many years longer underground - perhaps till his death - if not for his sister. Rielgi completed her training, education, and apprenticeship, and became one of the youngest recognized independent masters of her craft at 18. As it so happened, she had specialized in terramancy, and encouraged Ifrari to go with her take a look at the outside world above ground, where dark elves rarely ventured. There was not strictly any need for the siblings to do so in secrecy, but such a momentous event was not something Rielgi wished to share with anyone but her brother (nor did she want to have it interrupted in any way by another). And so, they planned their expedition in secret. A fortnight later, they sneaked out.
That night...was memorable, to say the least. The lands they saw were cold and desolate, empty but for the snow. The night-sky was covered by storm-clouds, no hints of stars or the moon. It was utterly dreary and bitterly frigid. Hardly appealing. Yet, the wide, seemingly endless expanses of land were something the siblings hadn't seen beforehand. The outside was hauntingly beautiful. They were the only two living beings up there for miles and miles around. As the wind bit into their skin, the air clawed into their very being, and snow relentlessly assailed them, they stood, still and silent.
Moments later, they returned, covering their tracks as they did so. The sibling headed to sleep, each with their own thoughts, and did not discuss the mater until the following night. Then, Rielgi told him, "I want to go south," and "We should be living up there! Just imagine!" some time later. Ifrari wasn't so resolute, but he did indeed want to see above-ground lands that were actually inhabited, lands they'd only been told or had read about, lands that were consistently described as always vibrant and full of life. There might have been warnings of potential treachery in those stories too, but then again, didn't that danger exist everywhere?
In any case, the siblings were struck by wander-lust. However, they needed time to prepare and lay the ground for their departure. A year passed before they set out again. This time, they travelled underground, using established pathways whenever they could, creating their own or going above ground whenever they couldn't. As they travelled southwards, they saw many new things, and meeting eye to eye with the first non-elves and their way of life was quite the culture shock. Nonetheless, they adapted, and explored various villages, towns, and cities, not staying in any one place too long.
Eventually, they arrived in Estival. Ifrari learned of the Adventurer's Guild, and thought this was right up his alley - they had scouting and hunting missions his skill-set fit rather well. There was also the promise of a stable income, the chance to settle but also travel and adventure regularly. Rielgi, on the other hand, had her sights set on studying magic and see how her skills measured up to the best of the best. Once again, the siblings' paths deviated, and though Ifrari still got the occasional visit from his sister, their days of practically being attached at the hip were finally over. When he had been a child, the prospect of independence from his one trusted companion had terrified him, but now, as an adult, he could accept that he and his sister had each their own passions, desires, and purposes in life. Since the time Ifrari had registered at the Guild at 22, he had gradually moved through the ranks, and continues his days as a professional adventurer to this day.
Equipment: His armour is comprised of leather, cloth, and silk, which allows for easy and near-silent maneuverability. Even with some additional enhancements, the protection it offers is relatively minor. Ifrari carries with him a spear, a dagger, a hunting knife, several throwing needles, and a spool of wire. His spear is the most expensive and best crafted piece of equipment, as it is his primary weapon. The spear is sturdy, well-balanced, and can either be used in melee or thrown at an enemy. The blade of the spear has been enchanted to hold five charges of a paralyzing spell, which the caster can activate any time with a key-phrase. The spear's shaft is carefully insulated so the user is protected from being shocked alongside the enemy. When the charges run out, Ifrari can replenish them himself (which he typically does outside of a mission). He carries the spear in his hand, though if the situation requires it, he can always tie a piece of rope on it and sling it across his shoulder.
The scabbards of his knife and dagger are enchanted so as to allow for soundless sheathing and unsheathing. His boots have a good grip, comfortable for climbing and running. Hanging on his belt are several easy to access support items: two smoke bombs, one small-scale explosive bomb, and a bag of poison-laced caltrops. For longer, dangerous solo missions, he may buy a vial or two of regeneration/invigoration potion.
Ifrari also carries some general travelling supplies packed compactly in an easy-to-carry travelling bag (which contains food, water, a spool of rope, bandages, herbal poultices, a pot, a piece of flint, a bedroll). A definite constant among his equipment is also his person a journal (and writing implements), which he uses to sketch explored locations and encountered beings, as well as to make various notes.
Skills: Stealth and observation are practically a habit of Ifrari's, since he has been rigorously trained that noticing details and blending in or remaining unobserved are keys to his survival. The dark elf is extremely meticulous on missions, taking scouting to a t, researching all there is to know about a location and the enemies within. He can make functional, detailed maps of locations and sketches of enemies, which is quite the worthwhile skill for the guild. One of his drawbacks is that his activities take a lot of time and planning. Ifrari doesn't even consider that cautiousness, just a matter of course, though some others might even go so far as to term it paranoia.
Ifrari is a trained hunter, and has successfully utilized his skill for adventuring. He is exceptional at locating specific things or beings, detecting and making use of their various characteristics. He takes exploring and research to an almost obsessive degree, noting any shortcuts, nooks, and crannies of a location. Given some time, Ifrari can discover any and all weaknesses of an enemy that can be exploited - and exploit them he does. Combat-wise, Ifrari specializes in removing single targets or, at most, small groups. He is also a good treasure hunter, as he can remove objects from dangerous locations while minimalizing danger to himself. He is most familiar with underground cavernous terrain, though he's learned how to survive off the land (by hunting, sometimes gathering) above ground as well.
While he might hold on in a one-on-one confrontation (at least long enough to manage to escape somehow), direct fights are definitely not his forte. Though Ifrari has proven to be a capable back-up to front-line fighters, he is very picky when it comes to team-mates, as he absolutely despises recklessness. Unfortunately, some missions are simply too enticing to leave alone and also require a team, so as needs must...
Ifrari has an inherent well of mana just large enough to allow him to cast a limited amount of relatively simple spells. He has a rather wide variety of spells considering he is not primarily a caster. However, he doesn't have a large enough mana pool to use more than two or three spells consecutively, after which he will need some time to recover.
Afanis. A minor illusion spell. Makes target more difficult to perceive and/or locate. Usually incorporated into a longer chant before a mission, so the spell lasts a few hours. The chant: "Light as a dust mote, swift as a swallow, may I be one with the wind, unseen wherever I tread. Afanis!"
Hypnos. A minor curse. Saps energy from an opponent, making them feel weaker and more tired, reducing their ferocity, reaction speed, and general effectiveness.
Paralytos. A minor electricity based spell which shocks the target. The effect varies based on the body part affected; a shock to the chest area will usually knock out the opponent, while a targeted limb will merely have its functionality reduced for a few minutes.
Haima. A minor curse. Ruptures small blood vessels and increases the severity of open wounds, making them bleed faster.
Stasi. This phrase attached to certain other spell-triggers makes those spells inactive until (physically or magically) disturbed. Useful for trap making.
Akouo. Temporarily heightens hearing/sensitivity to sounds. A minor enchantment lasting a few minutes.
Skeptomai. Temporarily sharpens eyesight. A minor enchantment lasting a few minutes.
Aktis. A light based spell which blinds anyone within a meter of the caster. Closing one's eyes negates the effect, while staring directly into the light-ball pronounces it. Lasts several seconds. A short incantation changes the offensive nature of the spell and shifts it to a purely utility functionality, basically altering it to work as a torch.
@SilverPaw: As stated over PMs, looks like it checks out!
As for when this will start: Need to finish up planning out opening adventures and some other stuff, but I'm thinking it won't be later then this Friday at most!
Okay so like... This took a while since I was working on something with Vita (I've collaborated on setting details with her a lot before but this kind of snowballed a bit more than usual) but um... So here we go!
Personality: A proud warrior of the Ironblood clan of Ingvarr, who is supremely confident in her combat prowess and ability to survive the harshest conditions. Usually rather stoic and expressionless, Signy reserves her emotions for two occassions. The first is, naturally, whilst in battle; it is rather jarring for some to see her become a mad berserker, tearing apart enemies like a wild animal and spilling blood in the name of the Wolf Father. The second is after the battle is done, whilst celebrating over copious amounts of mead and ale; she is in fact quite the boisterous reveler once she's drunk, fond of loud chanting and singing as she praises both her faithful allies and fallen enemies. Another way to briefly break her from her usual stoic act is to mention her horns; Signy is rather sensitive about how small and "pathetic" her horns are, and at the very least will pout and become rather despondent if they are pointed out. And whilst she'll try not to show it too much, Signy has a weakness for cute things that is rather unbecoming of a proud warrior like herself.
Brief Backstory: Living up to a heroic legacy isn't easy, especially when you're part of a culture that prides itself in its martial prowess and aptitude for survival in the harshest conditions and against the most vicious of foes. Signy's grandfather, Ragnar Orcdoom, is a legend amongst the Ingvarr for not only protecting his lands from orcish raids but for causing all but the most brave and foolhardy to steer clear of the Ingvarr lands altogether, becoming something of a bogeyman amongst the green horde. As Signy herself puts it, "There aren't many orcs in my homeland. My grandfather's name was not an exaggeration." And despite his vaunted, legendary status and despite her pathetic, stunted horns, Ragnar always treated Signy kindly, as though she was his most beloved grandchild. Signy in turn idolized her grandfather, and when he passed his axe onto her on his deathbed she was filled with determination to prove herself worthy of both his legacy and the honour of wielding his weapon. Still, no matter how much she trained and how many vicious beasts and deadly enemies she slayed, she could never shake off her feelings of inadequacy, that compared to Ragnar she was nothing more than a pathetic weakling with stunted horns. She still needed to prove herself, and with that in mind once she turned twenty years of age she bid her people farewell to pursue a career as a mercenary down south, hoping to return with tales of legendary exploits fitting for a descendant of Ragnar Orcdoom.
Equipment: Signy wields the mighty battleaxe Slayer, an ancestral relic once wielded by her grandfather Ragnar Orcdoom. Despite not being inherently magical, the amount of orc blood it has shed causes a sense of almost supernatural fear in any orcs who gaze upon it. In addition, she also carries a non-descript but functional dagger, and wears a suit of mail armour with a breastplate for additional protection.
Skills: Subtlety isn't exactly part of Signy's fighting style; rather, her ability to viciously kill just about anything with her axe is both remarkably unsubtle and self-evident. In battle she is like a whirlwind of death, hacking apart any foe who dares come near her. Even worse for her enemies, if pushed into a corner Signy has trained herself to be able to enter a berserk state, where she seemingly feels no pain and fights with the strength that surpasses what she is usually capable of. However, she is only willing to utilize this state if there is no other option, as after she calms down any injuries she sustained will catch up to her; not only this but her seemingly enhanced strength is merely her shutting down the mental blocks that normally prevent people from overexerting themselves and thus no matter what she will be drained and exhausted at the very least afterwards. Due to the harsh territory she hails from, Signy is naturally well trained in the arts of survivalism, hunting and tracking.
Uh so... The thing we were working on was basically trying to flesh out Barukstaed (which has never really had much detail put into it before aside from "not-Scandinavia) and this kind of... Ended up basically making a race of horned not-vikings I guess. I've talked over this with Vita a lot and this all had her approval so hopefully this looks okay.
The Ingvarr were concieved from my want to make a "viking" and Vita's long-held desire to include a "horned race" in the setting, so both ideas got pooled together into a race of horned not-vikings from the grim frostbitten north.
Due to the two of us using the Draphs from Granblue Fantasy as initial visual standins, the race tends to have large, impressive horns and notable sexual dimorphism: the males tend to be tall and buff, whilst the females are short (although not as short as Draphs themselves, averaging at about 5'2") and possess a lot of insulating fat to cope with the cold (ie. they're pretty curvaceous). Horns are considered a mark of strength and virality amongst Ingvarr, and a pair of large impressive horns are deemed very attractive amongst them. They tend to be exceptionally strong and hardy, although this is largely due to their environment forcing them to be if they don't want to die.
Their culture has a large emphasis on honour and martial prowess, although unlike the Hundi who are more based on chivalric romance, the Ingvarr take more from sword and sorcery; this emphasis exists because it is required for them to actually survive the harsh conditions and constant threat of sabercats, mammoths, dark elves, frost giants and worse. Notably, they don't really get along very well with dark elves, considering them to be "without honour", although since the dark elves mostly live underground the two races have never been at outright war with each other thus far. Ingvarr are carnivorous, subsisting on a diet of mostly meat, and tend to be expert trackers, hunters and survivalists. Whilst a Hundi will propose marriage to someone who defeats them in single combat, an Ingvarr will propose vengeance until they are able to assert their martial superiority in a rematch; whilst Hundi and Ingvarr don't have much contact with each other, this specific cultural difference has caused some confusion between members of both races in the past.
The Ingvarr are roughly split into three different cultural groups: firstly, honourable "not-varangians" who often work as mercenaries, although they're still a rare sight down south; Signy is a member of this group. Secondly, there are your typical raiders and piratical types who sail south every winter for plunder; the "not-vikings" of the type who'd raid Lindisfarne. Finally, there are the "not-Chaos Warriors", brutal barbarian warlords whose concept of "honour" does not extend beyond their own people and whose culture promotes both racial superiority and their inalienable right to plunder, rape and slaughter anyone other than their own kind. Naturally, this third group is shunned even by other Ingvarr.
The Ingvarr worship a pantheon of gods, and although Reon and Mayon are less important to them than to southerners they still worship them in a form as "Sun Queen and Moon Queen". Their most notable three gods are loosely based on Odin, Thor and Loki (naturally, as they are not-Norse and all). The Wolf Father is the god of wisdom, lore and war, the Thunder Lord is the god of thunder, courage and strength, and the Fire Princess is the goddess of fire, trickery and chaos.
The Fire Princess holds a rather strange place in the pantheon, as whilst her ways can be seen as dishonourable they also promote the kind of pragmatism necessary for surviving the harsh lands of Barukstaed. One notable legend about her explains that in the past the sun and moon were never seen in the sky together, but one day she introduced Sun Queen to Moon Queen. The two were so taken by each other that they made love for a full week, and this is the tale of the first eclipse... However, whilst the two were distracted, Fire Princess snuck into Sun Queen's palace and stole some of her sacred fire for the Ingvarr. When she found out, Sun Queen was so angry at both the theft and the fact that she was going to give the Ingvarr fire anyway and felt so embarrassed by Fire Princess gifting it to them first that she swore never to show her face in Barukstaed again. Thankfully Moon Queen was able to talk her down, but even then Sun Queen still rarely shows herself out of shame. This is the tale passed down by Ingvarr explaining the origins of the eclipse, the gift of fire, and the reason why the sun shuns Barukstaed so much.