Bio: Born Prince to the Empire of Man Leonidas’ path in life was set from the start. Every aspect seemed to be laid out before him with little choice of his own. As a boy he was subject to lots of classes and teachings on world powers, political treaties, and anything else that a prince would need to know. After he was assigned his guardian Siegfried Leonidas was given the first glimpse of a choice in his life.
The young prince opted to take that choice if only to get away from his classes even for a little bit. That choice you might ask was to become a Paladin of the Silver flame like Siegfried. The Prince knew the tenets of the Silver Flame already but took to the religion in times of hardships and used his belief to strengthen himself. Leonidas became a fine young squire under Siegfried excelling in his training.
After Years of service within the Order of the Silver Flame it was decided that it was time for Leonidas to leave the capital and see the land that would one day become his to rule. Given orders to investigate recent reports of orc and goblin attacks up north he has assembled a small army and marched onward looking to see to the safety of his people.
Personality quirks: Traits - I can stare down a hell hound without flinching. , I don’t like to sit idle. Ideal - Noble Obligation. It is my duty to protect and care for the people beneath me. Bond – My honor is my life. Flaw – My hatred of my enemies is blind and unreasoning.
Friends/Rivals: Siegfried Lightbringer – Human Male, Leonidas’ Mentor and Friend Lyndis Helmsguard – Human Female, Childhood Friend
Fighting Style: Leonidas is a Paladin through and through, Blending Martial Prowess with Light Magic in combat.
Equipment: Weapons – Warhammer, Longsword Armor – Full Plate with chainmail underlay Other – Waterskin, Holy Symbol of the Silver Flame, Pouch with 5 days rations,
Skills/Abilities: Silver Tongue – Born a natural leader Leonidas uses his natural charisma to persuade others to see his way. Martial Prowess – Leonidas never skipped a day of Martial training and took the lessons to heart. He is a good fighter on the battlefield and hard to match. Light Magic – As a follower of the Silver Flame Leonidas has tempered himself in the use of Light Magic. Holy Smite: Leonidas’ weapon glows with radiant light bringing down Holy Wrath against his foes. Lay on hands: By the divine power of the Silver Flame Leonidas can heal others with a touch of his hand. Aura of Light: Leonidas’ presence bolsters his allies increasing their moral and protecting them from fear.
(-5'6, 164ibs, White rinkled skin, Stocky build, Short black hair, Hazelnut eyes.)
Bio: Rudolph Kestrell grew up in a modest home as an only child, in his homeland of the Grand Duchy of Bergkoff. His upbringing was nothing special, and hoping for something more out of his life, he joined the Bergkoff Guard, its military.
Rudolph would meet a fellow soldier named Hectar Fullar, the two men would get on very well. After a few years service, they both aspired to be an officer, soon enough a friendly rivalry would occur, both competing for duties that would offer them a good rep. Rudolph and Hectar would be soon assigned to different regiments. The two not meeting again for sometime. Rudolph would be tasked later on by the Duke of Bergkoff to head to the Empire to help train its new recruits as a sign of good faith.
(Grand Duchy of Bergkoff:
This country was once a part of the Kingdom of Karsburg, but after a devastating invasion at the hands of a Drow warlord, the country collapsed, bringing the majority of its royal family down with it. The survivors of the aftermath however, eventually took refuge within the last standing city of Bergkoff, a prosperous merchant city. And soon enough, it became its own independent city state, hoping to one day regain what was lost.
The dwarves of the neighbouring mountain side had developed good relations with the kingdom, and maintains it with the Duchy. Bergkoff helps them sell their wares whilst the dwarves provides their technological knowledge and skills.)
Personality quirks:
Traits: Not much disturbs him, and he'll face any adversary with equal measure.
Ideals: "I'll serve my country, as is my duty and honour. I respect those who prove they have potential."
Bonds: - Sergeant Fullar, a fellow soldier from his homeland, and an old rival and friend. They had joined the military and rose through the ranks side by side.
- Captain Murz, Rudolphs captain whom he served under on several fronts. Both men had earned eachothers respect. During a time when Rudolph was on leave, Murz had disappeared along with his battalion during a routine patrol through the Theost forest.
Flaws: Tends to zone out when he is talked at. Is often found bored when not fighting or travelling. Is often presumed to be grumpy.
Fighting Style: He mainly uses a Halberd as his prefered weapon of choice, and as such, has a decent amount of skill using it. He's reasonably efficent with other weapons too due to his length in service and training.
Equipment:
Weapons- Halberd, Short Sword & Small Shield. A basic flintlock pistol with 12 shots. Armour- Breastplate, Padded vest and Leather vambraces & greaves. Other- A knapsack containing: Water canteen, basic rations, his personal journal, and a thick cloak. A gunpowder horn and 12 iron shots in a pouch.
Skills/Abilities:
- Experienced officer: Rudolph has experience in leading men into combat. He has a decent amount of strategic knowledge.
- Polearm proficiency: As halberds are his go to weapons, other weapons of a similar nature are easy to use for him.
- Explosives: He has some knowledge of how to create bombs and the like, as is part of his military training.
- Basic tinkering: Due to a lack of magic in Bergkoff, and the occasional influence by the Dwarves, working on devices and machines that would be seen as uncommon or outright rare elsewhere is commonplace in Bergkoff. As such, Rudolph himself has had a hand in some tinkering alongside the training he recived in the military.
-=Rules=-
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
Name: Faira Blodwen Race: Human Gender: Female Age: 27
Faira is tall and broad, her body is covered in stretch marks like a cat's stripes, the result of her Bloodheat expanding her muscles spontaneously.
Bio: Faira would love to tell people she lost her eye in battle, but she's no liar and the truth is it was injured in a shipwreck when she was small, and traveled aboard the merchant ship her father owned. She was pulled from the water near the shore of Dragon's Maw by a beastman named Erevan. He took Faira in, and taught her some of his ways.
Faira got on well enough wit Erevan's natural born daughter, Arn, until they were teenagers. It was found that Faira had the same elemental affinity to Life magic as Erevan, and he took her on as an apprentice to learn his family's traditional magic. Arn, who took after her mother with Earth magic, was jealous of Faira for this, and stopped calling her a sister. Though generally thick skinned, Faira was devastated by this change, and soon left to go see the world of humans that she was born in, but could barely remember.
The skills she learned in Dragon's Maw were best suited to combat, and she found work back in the Grand Empire as a mercenary.
Personality quirks: Traits 1. When I set my mind to something, I follow through no matter what gets in my way.
2. I watch over my friends as if they were a litter of newborn pups.
Ideals: I would rather die than betray a friend.
Bond: Found Family. The blood of the covenant is thicker than the water of the womb.
Flaw: I fear I do not belong, despite my loyalty.
Friends/Rivals: Erevan Blodwen, a beastman who rescued Faira when she was young, and raised her as a daughter.
Arn Blodwen, Faira's adopted sister. They were close once, but Arn is jealous that Faira was able to learn family magic that Arn herself could not.
Fighting Style: Southclaw. A ferocious style of swordplay, utilizing a bastard sword, sometimes accompanied by a large hunting knife. Rarely using a shield or heavy armor, it is weakest to ranged attacks that it is unable to block.
Equipment: A bastard sword, a wicked curved knife, fairly basic studded leather armor. The knife is called Emberclaw, and has two small soulstones set on either side of the pommel. One is fire, the other earth. The spells carved into the blade will heat the metal white hot, while the earth magic preserves the blade's integrity, and prevents the heat from expanding beyond the guard. The spells activate at once, but the fire has four charges, while the earth only has three. It is activated by tasting the weirder's own blood. She won it in an arm wrestling contest with a captain she worked under once.
Skills/Abilities: Bloodheat. A special skill learned from her adopted family, in which one floods their body with life magic, strengthening it temporarily. It can take an enormous toll on the bones and ligaments, but makes the user faster and stronger than before. It also causes a fever, hence the name, and is dangerous over long periods.
I've discussed this in pm with @Arthanus, so don't mind the random CS lobbing!
Acrius Stroude
Race: Human Gender: Male Age: 21
Appearance: Acrius stands at 5’9” with an athletic, wiry build. His baby face makes others assume he's younger than he is. He has piercing, amber-orange eyes that seem to pierce through you.
Bio: Acrius is an orphan from the Grand Empire. From youth he's had to feed himself, usually in the form of begging, working and, at worst, stealing. He wasn't exactly good at most things; failing at even basic tasks causing him to get fired rather quickly. One thing he was good at, however, was fighting. From youth he's been in countless scraps. It was like Acrius had a talent for it, and he would leverage this talent.
Despite being a no-name, he was able make a name for himself using his martial prowess. Acrius was usually hired for escorting, guarding, and even bolstering forces during small skirmishes over nobles over land disputes. His name would echo throughout the Grand Empire when a no-named 18 year old boy was able to win a grand gladiatorial tournament against a fairly renowned, fan-favorite knight. Many say the battle was an awe-inspiring display of swordsmanship and grit.
By a stroke of luck, his highness Leonidas Lionheart was in the royal observatory and watched this fight. Acrius himself didn't know what the grand prize was, only entering for the tournament for, well, fighting. Apparently, the grand prize was to directly serve under Prince Leonidas. Acrius was surprised at this. Some no-name vagrant swordsman serving the crowned prince. But maybe... just maybe this was the sense of purpose he was looking for. Since then he has faithfully served the prince for three years.
Personality quirks: Acrius has a certain love for the battlefield. The smell, feel, and atmosphere of a battlefield feels like home. Needless to say, he loves a good duel. It's only during fights where his emotions are unrestrained. Outside of battle he's fairly different. Due to being an orphan he couldn't write or read; he also had a very rough and openly defiant nature. He even questioned those undoubtedly above him in ranking. Most of this has been beaten out by Leonidas, who forced him to educate himself and 'fix up his manners'. While he can now read and write, he is still fairly rough and tumble with his manners.
Ideal - Follow Leonidas to help achieve his ideal while trying to become the best swordsman in the Grand Empire. Flaw – Is unable to take a loss without sulking.
Bonds:
Leonidas Lionheart: Sworn to serve the prince until death. Is directly under the prince's order. Considered a close friend and confidant.
Lancelot Grimoire: Lancelot is one of Acrius' intense rivals. Lancelot could also be considered a prodigy, atleast by Acrius' standard. He is shown to be able to easily keep up and trade blows with Acrius. However, Lancelot doesn't have as much interest in the blade compared to Acrius and does it as a 'hobby'. This fact irritates Acrius to no end, seeing as they're still equal despite his endless training.
Friends/Acquaintances:
Siegfried Lightbringer: They have a working relationship due to Acrius' friendship with Leonidas. Siegfried has personally beat in some manners and respect into Acrius due to his discourtesy.
Fighting style: Acrius is versed in different weapons but he is most proficient with a two-handed longsword, which he's used since he was old enough to lift a weapon.
Equipment:
Partial plate with leather and chain-mail underneath
A two-handed longsword with a gold and blue colours and etchings.
A smaller short-sword for emergencies.
Standard ration supplies.
Skills/Abilities:
Martial Prowess: Acrius can be considered a prodigy in this field. He is easily able to learn and pick up weapons.
Flame Magic: Acrius has shown affinity for flame magic but needs further training, only being able to do basic spells such as a simple fireball or engulfing his weapon in flames.
Mending: Due to his propensity for fights, he's learned how to do basic, emergency medical procedures on himself and others. He's even once cauterized his own wounds with flame magic.
Other:
- Is oddly popular amongst women back in the empire, which confuses him as he makes no attempt to flirt or serenade women.
-=Rules=-
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
Zatana stands at a fairly average height, her form being well-muscled from the climbing and acrobatics that are part of her vocation. Wiry and flexible, but there is the hard muscle of someone having to fight for survival. With high cheekbones and delicate features, she keeps her long pale hair pinned to the back of her head in a braid to use in combination with her charms when it is needed. But that is if she allows anyone to see the ashy grey skin or get so close to determine her eyes are truly black. Keeping herself wrapped in leather armor head to toe and helped by a ragged cloak of dark material when she can be a bit more relaxed. When she does not feel the need to reveal herself, any possibility of showing skin or hair is wrapped in bandages.
Bio: Her grandfather, Murdoc Do'ana, was the reason her life became even possible. A mage who tested the idea of what was possible and not, he was held in high regard in the Drowish side of the Dread Coast, though he is well known. Sly, kind, cunning and all too aware of just how to manipulate others. He does have an odd sense of justice that is strangely hard to argue against. Her mother had no want or desire to raise a child and Zatana's father only mentioned her existence to his father, Murdoc, in passing years after her birth. In all essentiality, Zartana makes no bones that her grandfather paid her mother to relinquish her claim and give the grandchild over. It happened, life moved on and at the tender age of seven, Zartana began studying the ways of shadows and secrets, and not just how to pick a pocket.
She was her grandfather's left hand, the sleight of hand he needed to pass messages and arrange things and listen at street corners. She transcribed his notes later on and helped him with his experiments, learning how to draw secrets from people from talking or force. Zatana loved the mage, adored him. Finding out about a plot to kill her beloved grandfather, Zatana acted without hesitation. Killing the two assassins, using the knowledge of the body she gained studying under Murdoc.
Now with a bodyguard as well as an assistant. Murdoc found himself rather pleased with the turn of events. If only for his own ends and his experiments being able to continue without interruption by the petty games his rivals played. He used his granddaughter's skill with the blade and honed it. Refusing any imperfection. Yet, he was a man who was rarely ever content. But Murdoc Do'ana was dissatisfied with the news he got from outside the Dread Coast and having the perfect person to be his eyes, he sent Zatana. Traveling for years, she finally moved to intercept an assassin her own grandfather had sent after the Prince and joined the guard.
Then again, that was exactly as her grandfather had planned and ordered.
Personality quirks: Traits: - Loyalty is everything to her, just as her business at gathering intel and carrying out her job. And her race makes that harder, as well as a love for cute things. Ideal - "I must survive and pay the debt of life I owe."
Bond: Murdoc Do'ana; Her grandfather and the one she came to the Empire under the orders of. He raised, trained and set her out into the world. If he asks anything of her? How could she refuse? - Relon Vaugh; The lover of the assassin she killed to join the Prince's Guard.
Flaw: Divided loyalties and she finds herself rather obsessed with perfection in what she does. Itchy fingers that like to slip away items.
Fighting Style: She uses daggers as if she was born to them. The throwing, and stabbing kind. Zatana is decent with a bow, taking it up to get a range as getting close to the enemy is not a good idea if she isn't getting the drop on them.
Equipment: She wears hardened leather armor, along with a cloak or cloth to hide her skin. She has ten daggers on her. Two in each armpit, wrist, boot, and each side of the waist as well as one on the back of the neck and one behind her back. The daggers at her waist and behind her back are heavy fighting daggers, while the one in her boots are stilettos. She has a bow and a full quiver of arrows varying from barbed headed to sleeker arrows. The last item is a small book carefully hidden usually under her armor, Zatana's Grimoire. Filled more with notes on the Empire in her meandering code than of spells.
Skills/Abilities: Shadow Step - The ability to disappear into shadow, blending in and being hard to see. Poison: A good understanding of poisons and applying them to her weapons. Experienced thief/Spy- Skilled at eavesdropping, slight of hand, picking pockets, lockpicking. Assassin: Understanding the art of killing people by stabbing them from behind. Forgery: She can forge notes, or quickly transcribe information.
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 OOC
At almost seven feet in his non-shifted form Manald stands on the more imposing side of things, something that is underlined by the fact that he's also superbly muscular, thick boned and well fed. Overall it's more than enough weight to give those concerned with logistics a headache when they have to think about him. Also: Imagine a wolf, mix it with the shape of a human, and you get Manald. He's got long, gray hairs on many his skin, his teeth look more like those of a carnivore than those of an omnivore and his ears are as pointy as are his fingernails. For the sake of interpersonal relationships however he tries to cover most of this in at least some form of clothing as long as he doesn't sweat too much in it.
Bio: Manald is the offspring of his father Setsir and his mother Feyr, a loving beastmen couple living close to the kingdom's borders. This location allowed for early contact with human culture and civilization, but still it was hardly foreseeable that he'd end up as a member of the royal guard one day. His feral features rendered him a man less sociable than the average, but a company of mercenaries discovered him and offered him to join them. He proved good, very good indeed.
Everything ultimately comes to an end however. At some point the very regional affairs of his companionship no longer proved satisfying enough for the eager young man. The mercenaries did not like his decision, some of his former colleagues even call him a coward and a snob for his aspirations, but Manald left in the search for a more extensive adventure. He left his family behind with this decision as well, but it was in good mutual agreement. He could have left for the heartland of beastman territory, but out of curiosity he ventured deeper into the realm of human kingdoms instead.
It didn't take long for local recruiters to turn their eyes towards the wandering man. Armies are needed always and everywhere practically, so he was consumed by one not much later and started serving as a low ranking soldier. A bit less action then with the mercenaries, but a much wider reach in terms of travels and more potential friends -- and enemies -- gave him enough thrill to stay. Manald learned only very recently whose army he actually ended up in...
Personality quirks: As fierce as he might be looking, his general demeanor outside of combat does not keep up with his outer appearance so to speak. He's a calm dude and if it would be easy to provoke him he'd probably be in a lot more trouble than he currently is, but once that certain threshold he also tends to show off a high degree of tenacity and stubbornness. He loves do eat and drink, so better don't get into his way when there's the smell of free, fresh raw meat around.
Bonds:
Torsten is the apprentice of one of the blacksmith's that keep the guard's equipment in working order. He's still learning and a young boy, but he's also one of those without prejudices against beastmen and shows great interest in Manald instead. It would not be the first time for Torsten to have an open ear for Manald's special needs.
Utgar was the head of the first band of mercenaries the young Manald joined and has never gotten over the fact that Manald left his men. Utgar current location or profession is unknown, but you always meet twice.
Fighting style: Manald's way of handling such things can be subdivided into two different branches: The first one is what he uses most of the time -- whenever he's not shifting -- and combines a morning star and a shield into something that clearly lacks finesse, but adds strength and ferocity. The second branch is when he's shifted: No weapons, just armor, claws and teeth that can bite through some more than just flesh. It's somewhat reckless, somewhat dangerous, but also capable of striking fear into the hearts of those having to oppose him.
Equipment:
Two sets of thick leather armor partially reinforced with metal plates. One for his more ordinary shape, and one that allows both for a quick exchange and for a lot more body inside.
A standard sized morning star
A round shield
A soldier's standard supply of water, dry meat, bread and basic utensils for everyday life.
Skills/Abilities:
Raw strength and endurance: He's a beast after all, quite literally.
Morale booster: He has learned several warcries typical for his people while still at home. They, combined with his sheer appearance, can deteriorate an enemy's will to fight and boost that of those fighting on his own side.
Heightened senses: Even while not shifting his intrinsic lycanthropy improves his ability to see in the dark, to hear faint noises or to notice whisps of odour considerably.
Other:
-=Rules=-
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
Merik is very large for a lizard folk standing 8 feet tall, rippled with large muscles and thick scales, his normally forest colored scales marred as black as night. His abnormally large size, powerful frame, and colored scales are all indications of being dragon touched. A rare genetic trait that tends to skip a generation or two, said to be a gift from the great dragon himself. Lizardfolk with this trait tend to be great warriors or chieftains due to their physical prowess. The front of his neck is dark red in color, a fin akin to that of a Mohawk follows the middle of his skull and down his neck. A long muscular tail follows him where ever he goes. His large hands and feet end in webbed toes and sharp claws hinting at their aquatic nature. Gold sharp eyes and the teeth of a predator adorn his face.
Normally Merik will wear stone plate armor, a gift made specifically for him to both help protect him and hide some of his frightening appearance from the humans who would more than likely call him a monster than a friend. The stone, wood, and leather that make up his armor is normally too heavy for most and reserved for dwarves but they made an exception for him. The armor is able to keep his movements quiet and comfortable, none of the metal on metal sounds the others have. Given the Lizardfolk tendency’s to fully submerge himself in water and hide out of sight to ambush others, getting him an armor that wouldn’t rust was important.
Otherwise, when he is alone and not in public he opts for a simple loin cloth or nothing at all.
The Lizardfolk of Dragonmaw are a nomadic people sticking to the swampy coast lines. These strange people keep to themselves only venturing inland to trade with beast men or to answer the call of the great dragon. Entire villages can hide themselves within their natural area’s only being found when they let others find them. They mostly survive on the migratory patterns of their aquatic prey of fish, only planting crops near or around places they know they will return to later in the year.
Bio: Merik’s life has always been difficult. He never grew up with his people, instead he was stolen from his clutch mates when he was but a child. A group of raiding pirates took advantage of a festival his people were doing and raided their village. They took Merik and a few of the other young ones for slaves before they were pushed back by his people. Most of the others died from starvation before they made it across the sea. The young needed food and they only seemed to want to feed the biggest among them.
The Razor Thorn Mountains, his new home. From the start he was chained and mistreated, fed enough to keep him strong and trained in combat. His captors used a language he was not familiar with only ever learning enough to get by. Those who captured him had different but similar forms, it wouldn’t be until later that he would find out that they were humans and a few elves. They were intent on training him to fight and kill whatever they put him against, carving out strange stones from them after he was done. The high wooden walls and armed guards were always their always persistent to keep him locked up so they could make more money off of him. They called it an arena.
He had a friend in the dreary place, there wasn’t much to do but wait in his cage. The human that was locked up with him called himself Arwen. The man would tell him stories of knight’s and war, peace and prosperity. He used terms and taught him words he could not conceptualize but it was a nice break from the constant fighting. The man told him about the empire, his time spent their as a knight, the people and how their everyday life was, and most importantly he taught him about honor and kindness.
It was a stormy day when his life changed again. Arwen always said that his people would come for him, a captured knight of the empire. He said he was worth a lot to some people Merik did not know why. The guards were alerted to something outside, something that made them leave their posts and go outside. He could hear shouting and metal against metal the sounds of a fight. Arwen convinced him to break them out of the cage and once they were outside most of the guards had been killed.
Men wearing shining metal armor with insignia’s he did not recognize pointed swords and spears at him. Merik was ready for a fight but before he could do anything Arwen stopped them. The man approached the others and talked to them using more words he did not know until eventually came to an agreement. Spears and swords where pointed at him still but he was brought before who he could only assume was their leader. Arwen explained what was happening to Merik that these men were from the empire, that they had rescued him and by extension Merik as well.
The Lizardfolk was not entirely sure but Arwen had never lied to him. He knelt slowly to the man, dropping himself to one knee with his head down. He told the man, “Merik life saved, Merik life yours.” Pledging his life debt to the man before him little did he know the man was the prince himself.
Personality quirks: Merik has two sides to him, the curious gentle soul and the battle hardened fighter that will let little get past him. Growing up in a cage the large reptile is still learning a lot about the world around him. His sense of curiosity matched only by his aloof nature while he continually seeks to learn more of the world and the culture of the empire. However, in a fight he is extremely protective of his allies combined with a cantankerous attitude and a near rage to end any fight quickly makes him a dangerous opponent. Also food motivated.
Bonds: The Prince – Owes a life debt and will do whatever he asks. - Human Male. Arwen Lighthammer – Former knight and friend now a fighting instructor – Human Male. Rivals – Manald Halung – friendly rival – Always trying to one up him but also learn from him – Beastman Male. Sturgis Ironbeard – Leader of raiders that enslaved him – ??? Male.
Fighting Style: Merik fights with two styles either his 7’ tall Fullblade or his teeth, claws, and muscular tail.
Equipment: other than his stone armor and his fullblade (also called ogre’s great sword) Merik carries a large back pack with him. Mostly he uses it to store things he finds interesting or food he can eat later.
Skills/Abilities: Forest Stealth – Even with his large size and coloration his species is very good at hiding in natural areas and can walk through the forest without making a sound.
Dragons Breath – A trait from being dragon marked is the ability to breath fire. Nowhere near as powerful as an actual dragons but can be an ace in the hole if used right. Needs to rest for a while before it can be used again.
Intimidating Roar – A Roar he can use to demoralize opponents, in some cases can make them run in fear.
Heightened Senses – His sense of smell, sight, and hearing are strong and keen, and His species can see in the dark in black and white.
Nature Magic Affinity – Is not practiced and can only make some things grow right now, is currently trying to learn how to heal others with it.
Other Information: Merik has trouble with words both speaking and reading, but knows enough to get by. It’s very easy to persuade him with the promise of food, just make sure you have it.
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
Name: Balthazar Trevarthen Race: Human Gender: Male Age: 57 Appearance:
With long hair grey from ages past, Balthazar is in remarkably good shape, for a man pushing sixty. His posture, though drooping and hunched when examining books or files, stands to full when he deems it necessary. Perhaps once, his eyes were bright, but now his steely-grey eyes pierce through all-- scrutiny and intellect tempered by years of suffering. He tends to trim his facial hair when he can, finding the long mustache and beard a pain to maintain.
His build is tall and wiry; seemingly frail, but hides a certain vigor in his body. It's not uncommon to see his fingernails stained by ink or to see bags underneath his eyes from lack of rest. On some nights, he doesn't sleep at all, spending hours at a desk, finishing paperwork, working on magic, or recording secrets. His attire is that of a scholar: robes atop traveling clothes or noble finery, with a cloak thrown atop that when outdoors. A pair of spectacles is perched upon his nose, which helps him examine things up close. Although he does not need it, he walks with a weighted cane, in part to help with exercise, and in part to defend himself if someone gets too close. A heavy-set grimoire is chained to his hip.
Bio: For as long as people could remember, there have been two people by the Emperor's side: Siegfried Lightbringer, a Paladin of the Silver Flame, and Balthazar Trevarthen, the Keeper of Secrets. Both are integral to the continued prosperity of the Empire, but whereas Siegfried serves as the Emperor's right hand, Balthazar serves as the Emperor's left. Tasked with advising the Emperor with secrets he hears around the land, his role is that of a spymaster.
As the man rarely talks about his past, only a few close friends that remain truly know of it. Some claim that he was a scholar at one of the Great Libraries who caught the Emperor's eye. Others claim that he is a warlock who had performed a dark ritual in service to some otherworldly entity and that when the ritual went awry, the Emperor had saved him, earning him the warlock's eternal loyalty. A few claim that they had known each other since they were children, one as a minor noble, and the other as a princeling. Nobody is quite sure, and some wonder if their relationship is all of those things.
The speculation suits him just fine, though. The less people know about him, the better.
Whatever the case may be, it is clear that the man has experienced great suffering in his life, and that his loyalty to the Emperor and his country is all that keeps him on the right path. Many people write him off as a foolish old man, and others still are afraid of what may happen should his loyalty change. The Emperor knows the truth of the matter, however.
At the Emperor's personal request, Balthazar has moved to support the prince in his journeys. The scholar has passed off his duties as spymaster to someone capable and trusted enough in the courts, and now moves to see what is going on in the land of Hitor for himself. The prince must learn of how to make use of every tool at his disposal, and the Emperor has decreed that Balthazar is a worthy enough teacher in that aspect.
Only time will tell if things work out, but the Emperor puts his faith in Balthazar Trevarthen.
Personality Quirks:
Traits. I'm willing to listen to every side of an argument before I make my own judgment. I am slow to trust, but incredibly loyal to those who have earned it.
Bonds. My loyalty to my country is unwavering. Everything I do is in service of its prosperity.
Ideals. The path to power and self-improvement is through knowledge. Emotions must not cloud our logical thinking.
Flaws. I am easily distracted by the promise of information. The ends justify any means.
Allies:
Graham Lionheart. Having known each other for a long time, the Emperor has much faith in Balthazar as a retainer, and advisor, and a friend. It's said that the scholar was once part of the Emperor's retinue, back when he was still a prince himself. He has reassigned his friend to his son's guard, knowing that one day, Leonidas will need to have a sense for the underhanded if he wants to succeed as the next Emperor.
The Spider's Web. An information network that Balthazar has developed over years of intrigue and politicking. Its reach is far, stretching throughout the Empire, with a few informants in other regions. This network mostly consists of beggars and urchins who can be trusted to perform surveillance-- or to keep their mouths shut when the time comes. It is also comprised of a few merchants and minor nobles who owe him a favor; willing or otherwise.
Rivals:
Siegfried Lightbringer. Whereas Siegfried serves in the light, Balthazar serves from the shadows. They do not get along. The paladin dislikes the warlock's methods, and the warlock dislikes the paladin's foolhardiness. This animosity has existed since they have met, all those years ago. However, while they don't agree with one another at the best of times, they can rely upon the other to have their back.
Mirius the Immortal. A vampire lord who has eluded the warlock at every turn. He is a powerful wizard and necromancer in his own right, and is responsible for the deaths of many Empire Citizens, including Balthazar's own wife and daughter. To Mirius, this is all a game, but to Balthazar, it is personal.
Fighting Style: Balthazar is a warlock and prefers to stay away from the frontlines, blasting at enemies and supporting his allies with his magic. However, the man rarely backs down from a duel with another spellcaster, trading shots as they maneuver around the battlefield. If pressed, the scholar can defend himself in melee with his cane or his dagger, but this is almost always done as a last resort, rather than any true attempt at slaying his opponent.
Equipment:
Book of Shadows. Balthazar's personal grimoire, cultivated for over nearly a half a century. It contains knowledge of both Shadow Magic and Arcane Magic that he's accrued throughout the years. Some speculate that he writes secrets in the corners and spaces where no text lies. Bound in the leather of an unknown beast, the fine vellum pages have been enchanted to protect from fire and water-- though it will not stop any earnest attempt at destruction. This book rarely ever leaves his side, quite literally chained to his belt, or locked away and put under surveillance.
Weighted Cane. A gift from a friend. He doesn't need it to walk, but he has been known to use it as a secondary arcane focus, or as an impromptu bludgeon. This heavy oak walking cane holds a secret in its steel topper: if twisted clockwise, he can pull on the head to unsheathe the thin, but sharp silver blade within. However, while Balthazar used to be a decently-skilled swordsman, his age has made his movements slow and sluggish. As such, he only ever uses it in times of desperation.
Dagger. A worn iron dagger. Kept sharp, but mostly used to cut open envelopes, rather than people.
Traveling Clothes. The simple attire of a scholar, complete with a cloak. Balthazar keeps spares in case they become dirty.
Noble Finery. The attire of a nobleman or merchant. Seldom ever used, unless he attends a noble function himself.
Scholar's Pack. A scroll holder containing sheets of vellum and parchment, a small pack with bottles of ink and paint, and quills, brushes, and inkpens. Candles for writing in darkness. A magnifying glass for examining smaller text. A wax seal used to write official letters, though rarely used in his line of work.
Imperial Ciphers. Codebooks containing methods on how to crack coded messages, both within the empire, and of its neighbors. These books are similarly obfuscated, the method to deciphering which is only known to him and a select few others.
Pocketwatch. A simple silver pocketwatch, tarnished somewhat by age. Tells the time, right down to the second. Inside is a portrait of his old life, a family, now lost and gone forever.
Traveling Supplies. Rations. Waterskin. Coin. A pouch of Soulstones. Essentials for extended trips away from the Capital.
Skills/Abilities: Inscrutable Mind. Due to his life experiences and immense mental fortitude, it is nigh-impossible to affect Balthazar with mind-altering magic, or to divine information from his memories without extreme effort. The man does, however, suffer from frequent headaches and nightmares.
Dark Magic. Balthazar's natural affinity towards the magical element of Darkness has served him well over the years. This is where the bulk of his magical expertise lies, and although his skills rival that of a master Dark Mage, his power has waned significantly as he aged. He will need more practice to reclaim his lost prowess.
Tenebrous Blast. Balthazar fires off a ray of inky blackness at a target, damaging them. This ray extinguishes any light source it touches, although it may not affect powerful light magic.
Hex. Balthazar puts an ominous curse upon a target, weakening one of their attributes and making them more vulnerable to his attacks.
Investiture of Shadow. Balthazar imbues his body with pure shadow, making him difficult to see, and giving him the ability to see in darkness both natural and magical. While active, he can also create small spheres of magical darkness to blanket the area with shadow at-will.
Arcane Magic. In addition to his affinity for darkness, pacts and rituals made in the past have given him access to Arcane Magic, though he has not mastered this element to its fullest potential.
Prestidigation. A minor trick that can do various things, typically used by mages as a training spell, or by common mages to make their lives easier. This spell can be used to light or extinguish small fires, clean or dirty a surface, and create minor sensory effects, and other such things.
Analyze Magic. Balthazar can extend his senses in an attempt to detect the use of magic in the area. Alternatively, he can focus his senses on a single object to identify its effects. Both versions of the spell require time to cast and are difficult to perform in the midst of combat.
Find Familiar. Balthazar imbues a piece of paper with his magic, or with a Soulstone to create a Record-Hunter. These diminutive origami figurines are adept at seeking out knowledge and secrets and can fold into other forms of origami to better suit the situation. These beings are typically used for reconnaissance or information-gathering, but if pressed, can be used to support Balthazar in combat against enemies. Record-Hunters are especially effective against spellcasters, as their silent secrets can often confound and confuse an opponent enough to prevent them from casting spells.
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 OOC
Name: Naysein Race: Blue Dragon (Trapped in Humanoid form) Gender: Female Age: 1,598 years Appearance:
The virile young half-elven Bard that served the Empress with such dedication before her death is a far cry from the awe-inspiring Wyrm that longs to unleash its fury on the world. Moving with a lethal grace and bouncing step, Naysein is as beautiful as she is quick witted. There is something about her eyes that betray just a faint hint of something more than a fair elven handmaiden, the type of gaze that causes one to feel a slight discomfort; often mistaken for arrogance. Her hair is so dark blue it appears black in colour, while her eyes are a startling blue that often seem to gleam with a fiendish delight.
Lithe as all Elves, those who have spent a few decades with her note an almost limitless energy and boundless strength that would be out of character for her kind. She wears black studded leather armour - unless trying to make a statement - then she will chose something low cut and revealing, long ago realizing the value of her sexuality.
Bio: Even an Empress needs close friends and confidants and more often than not these are the women they keep close at their side, and for the past hundred years the beautiful half-elf has held the position of Imperial Hand Maiden, one of several who served as much to keep the Empress company as they did to protect and entertain her. Following the death of the Empress during childbirth, Naysein has remained one of a half dozen Imperial ladies-in-waiting who have maintained the Empresses former apartments and served as protectors to any women the Emperor deemed to take as lovers.
To those who have known her in her humanoid form, she was born of an unpleasant union between elf and human, a union that resulted in her being banished from Elven lands and forced into exile among humans. The reality is far more interesting and known only to herself, for if her secrets were revealed she would surely be killed immediately or enslaved.
Naysein was hatched in the Razorthorn Mountains during the Age of Beasts. Survival rates, even for dragons, at that time were quite low but she managed to make her way through the trials and tribulations of her kind until she was powerful enough to defeat most foes in open battle. When other creatures give due respect to blue dragons’ pride and territorial claims, blue dragons can be the most reasonable of the chromatic dragons. Blues lack the cruelty of black dragons and the ambition of greens and reds. Some blue dragons live as peaceful neighbours of humanoid communities or even, on occasion, of other dragon varieties.
Naysein was no exception to this and quickly formed a working relationship with her human and elven neighbours, even allowing them to dwell within sight of her mountain without fear of attack. As generations passed she became more and more curious about her neighbours and how they conducted themselves day to day. That curiosity eventually led her creating a small sapphire pendant into which she poured a portion of her lifeforce to create soulshard. Binding it with a shape shifters spell she was able to take humanoid form, choosing to become a half-elf so that she might move among both races with some acceptance.
All of her own guile could not truly have prepared her for what she was to experience as she moved among the lesser races. She learned more than she could have ever imagined and came to find she enjoyed living among humans and elves. It was one of these humans, a nimble fingered thief, who would eventually bring about Naysein's current predicament when she managed to steal the sapphire pendant and make good her escape. The thief saw only the value of the jewel, with no real idea of what she had taken, and vanished into the growing Empire.
An enraged Naysein followed the thief and though she eventually found the cur, the jewel was gone, sold to someone else. For the first time in her existence, Naysein began to feel true fear. She began to search the lands for the item, all the while honing her skills as a bard until she came to the attention of the Empress who offered the half-elf a position in the Imperial household as a lady-in-waiting. Naysein, now desperate for any chance at finding the pendant, saw an opportunity to move about with official sanction from the Empress herself and took on the role.
She has used her position to continue her search for the pendant over the past hundred years as the Empress travelled the realm. With the Empress dead, and the young Prince now afield, the Emperor has agreed to let her join the Princes party. She served the Emperors mother, the Princes Grandmother, and is a trusted servant, a position she intends to use to find her pendant and return home at last.
Personality Quirks:
Traits. I am as graceful and dangerous in this fragile humanoid form as I was in my true form.
Bonds. I truly only serve my own self-interest, even if I must serve those of the Emperor to do so.
Ideals. My power is as limitless as the sea and I will rule my own lands once again.
Flaws. I am trapped in this weak and frail form, vulnerable in a way that would never have been possible when in my true glory.
Allies:
None
Rivals:
None
Fighting Style: Naysein is a bard who has adhered to the College of Swords, serving both to entertain and protect the Empress while she was alive. Her favoured instrument is a simple wooden fiddle that is so much more than one might expect. A reinforced bow serves as a rapier and cunningly reinforced sides allow the fiddle to be used as a mace when needed.
To watch her fight with the dual scimitars she carries is to witness someone who moves, and kills, with the grace and fluidity of a dancer on a stage. She kills quickly and quietly. She does not fear heights or the darkness. Though she has taken humanoid form she has retained excellent hearing, eyesight, and generous dexterity that has allowed her to master the bow and knife fighting. Most secret of all, and known to none but herself - for those have witnessed it are dead - she can still produce a poisonous cloud and breath it upon a victim.
Equipment:
Fiddle of Fire Among the treasures Naysein possessed while in dragon form was a fiddle and bow of mithril made by the Dwarves before it was taken by the dragon during one of her raids. Fascinated by the skill taken to create such a piece, Naysein used her own considerable magic ability to imbue the instrument with a fire spell that allows it to burst into blue flame. The bow had been modified so that she might use it in the style of a rapier.
Pair of Enchanted scimitars. She carries two scimitars, both enchanted in such a way as to never lose their edge or point. Both were given as tribute to her when she ruled her former lands.
Enchanted studded leather armour. Classic studded leather armour with a enchantment that gives it the strength of stone, making it very hard to cut.
Court Finery. Naysein maintains a fine wardrobe at court.
Tools of the Trade. See Fiddle. Illusion and Conjuring spells more for entertainment, but they serve well enough as a distraction when needed.
Traveling Supplies. Rations. Waterskin. Coin.
Owl. A mid-size grey-owl makes Elva accompanies Naysein where ever she goes, serving as a scout and companion.
Skills/Abilities: Magic Resistance. Like all dragon kind, Naysein has a natural magic resistance. This does not mean she is impervious to magics, far from it, it simply means she can suffer through attacks better than your average humanoid.
Immunity. Naysein has total immunity to Injury by lightening or poison attacks as they are her own natural weapons. A lightening blast will still knock her off her feet and send her flying, but it will not cause any lasting damage.
Magic. The immense magical power that is wielded by a blue dragon in true form has been lost to Naysein in her humanoid form. She is able to conjure simple spells to light spaces, create simply illusions and perform mind tricks on simpler minded folk, but she her innate racial power is severally capped now.
Lawful Evil. Unlike their Red or Black cousins, Blue Dragons are not chaotic evil, but they are evil nonetheless. Lesser evil races seem to have a six sense when it comes to detecting that she is more than she appears. Among all the domesticated animals, cats flee from her immediately as if they know who she truly is.
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 OOC
Every kalashtar has a connection to a spirit, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.
Gender: Female Age: 28
Drana is a tall and voluptuous woman with light features and a well toned body. She typically wears elegant clothing that is respective of her Kalashtari culture and noble blood. Her clothes also bear the mark of many golden stars, the sign that her clergy uses to identify its members. Clerics are often dressed with many stars, while paladins often have a large Celtic cross on their shields and breastplates. Her hair is black and her eyes are a deep green. Her height is 5’11, and she is often seen near or with a white Owl and two knights of the faith who have taken vows of silence.* When transformed or possessed, her clothing fades and is replaced with black silks that lack the traditional mark of her faith. A golden mask that covers the top of her head down to just above the mouth forms on her head. It is shaped like that of a slightly inhuman skull with three long protrusions that crest it’s head. Two protrusions jut out at the side just beside the eyes, and the canines of the skull form two fangs. Her hair is not parted by the protrusions that jut out above her head, and so it is impossible to tell if the skull is just a mask, or in fact her head. The skull covered her face down to the top of her upper lip. Her mouth is completely visible, as is the strange brand like symbol that adorns her forehead. Her arms have bangles that hold a square cross, matching with the Paladins of Drana’s order, the black fabric that takes the place of her robes is adorned by golden and gilded metals with various inscriptions that do not seem to form any coherent language. The Dress itself is spectral, allowing for function without tripping her should she need to move suddenly. However it seems quite real in most other scenarios. This is not uncommon among noble wear, though Drana’s normal dress wear and clothing does not share this functionality.
Drana was born with a silver spoon in her mouth. Her birth left her mother barren, and so she was spoiled greatly by her father and older relatives. Quiet, she rarely cried and often obeyed every command she was given. Ironic was it that she be gifted among her people with a strong link to a spirit. Her linked spirit would send her visions, and with her age her magic became more and more powerful. Her 14th birthday would change her life. While running errands with the house butler, a human by the name of Stephan, she would be assaulted by a poor beggar. Knocked down and bludgeoned with a shovel she would feel real pain for the first time in her life. Her butler would step in to defend her, only to find the sharp side of the shovel buried in his neck.. She would watch as the man who had helped raise her was murdered in the street. She was scared, but like she had always been, she remained quiet as two witnesses would flee crying for the help of the guards. After Stephan would fall, the crazy beggar would beat him several more times with the shovel as Drana slowly came to terms with what was happening. Her eyes would swell with tears as they glowed a dim green.
The beggar would turn to attack the girl… only to find a tall, masked figure looming over him where the girl had previously been. “Death pays for life.” rolled from beneath the golden skull shaped mask. The beggar would move to charge the figure, no doubt still in a crazed stupor. The woman would extend her hand, touching the man’s chest as he ran to her. His eyes would roll back in his head as green energy ran across his chest from the woman’s hand. His body would shrivel, before turning to ash as the deathly energies eroded his form completely. Stepping over to Stephan, the tall figure would touch him and whisper something in his ear. Stephan would slowly stand, but his body did not heal. His face was badly beaten, and blood stained his once fine clothes. The woman would fade, to leave Drana standing where she had been. She would fall, but Stephan would catch her in his arms. The guards would arrive to find a pile of ashes with a bloody shovel and blood trail to follow. Naturally, the few witnesses were slow to come forward as they had not believed what they had seen.
Drana was not punished, but instead was taken from her family by an order of clerics that were familiar with her powers. Her parents, grieving at the loss of their daughter, thought her nothing more than a monster after they found Stephan. Drana’s aunt instilled them with fear for their once beloved daughter. She used Drana’s lack of explanation as an excuse to have her disowned. She claimed that the girl practiced necromancy and the dark arts. Hearing of this, Drana’s grandfather moved to action. Sadly, he heard about it nearly two years after the incident. There was little he could do aside from provide words of comfort and send her a gift. A staff his father, cleric of the very order she had been drafted to join, had been a cleric of.
The Sacred order is a group of paladins and clerics that fight to protect those that wish to travel through the Black Desert. This group was the group that took Drana away from the gallows, though she would never know that herself. They believed her to be touched by an ancient follower of their order. The origins of which were lost to time, but several references in books and on murals to a masked, scythe wielding woman led them to believe that she was chosen to assist them in the fight against death. Of course, it would not be long before she was seen as a lost cause, her quiet and submissive nature. Fighting undead, or worse, wraiths, was no quiet quest. Nearly every outing proved to be an unbearable task. It would be close to the age of 16 that the skulled woman would make an appearance to her, and reveal a Relic that her grandfather had given her. The relic, an ancient staff of power, allowed her to call upon the skulled lady’s power without waking her fully. With this new boon, she suddenly found the halls full of people who thought better of her than the clerics and paladins who thought her a harmless girl. Not long after she would begin to truly explore her powers, and on her first outing two undead would bind themselves to her protection upon seeing the visage of the skulled lady. The undead that came to her brightened her,leading her to believe that Stephan and the beggar had found peace since they had not come to find her.
Two years later, after spending much time studying her powers and researching within various libraries, she was able to understand just what she was. At the age of 18, she would find herself capable of commanding any corpse to rise up and obey her commands. At the age of 21, she found that innocent souls who had died unjustly could be invoked for wisdom, and in some cases would willingly fight to destroy the force that ended them. In honor of Stephan, she would vow to make sure that any restless spirit or wandering zombie she found would find peace. And so she left the safety of the Sacred Order. A decision she would later find they did not appreciate.
The world was not as kind as she liked, and it would be at the age of 25 that she discovered how to control her powers well enough to summon what she knew to be ‘The Skull masked woman”. This was not controlling her, but invoking the spirit itself. In this form she could use a proper weapon to defend herself. It was also very useful in communicating with the undead. She learned that the world was full of many restless spirits, and that this strange woman was one of many characters that would often come to her aid in times of need. More than once she would appear with a large scythe to intimidate unwise bandits into leaving her companions be. Drana would have to constantly resist the urges this spirit had to end the living.
She spends her days now putting ‘evil’ spirits to rest and trying to make the spirit that often possesses her refrain from violence.
Personality quirks: Drana is always happy, her optimism will shine no matter how bleak the situation gets. Sometimes the undead she is with will share in this optimism, given that they are capable of speech and thought. That changes upon her donning the form of a spirit, often her personality is replaced with the wrath of an uncaring ghost that wishes for all conflict to cease. She struggles to control her powers as much as she does her own personality and emotions. “I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.” “Nothing can shake my optimistic attitude!”
Bonds: “I always try to help those in need, no matter what the personal cost.” Ideals: “I will do anything to protect my friends.” Flaws: “I judge others harshly, and myself even more severely.”
Fighting Style: When magic is not used via staff, a scythe with the combination of magic is used instead. She is versatile, capable of switching from defensive to offensive strategies, however this makes her far less focused. She shines best supporting others. She is capable of massive amounts of damage but incapable of taking much at all. No matter what field of play she is in, she is a caster at heart.
Allies Kilas Turash- Her grandfather, a very powerful mage who lives in a distant land unknown to Drana. He gifted her with her only real possession, the Staff of power. He often writes her letters and she often returns them.
Rashul “LongStrider”- A tabaxi bard that Drana met on her travels. He is well known for bar hopping and telling stories. He owes her his life, as Drana saved him from a group of ghouls.
The Sacred Order- The leader and upper clergy of the Sacred order know the value of a cleric capable of summoning the dead, as it is best to fight death with death. Many of the peons and initiates do not understand, and simply regard her as a necromancer.
Rivals Serra Turash- Her aunt, a cleric of the holy order of light. This woman is behind the disowning of Drana and would like nothing more than her niece to be dead. Drana is unaware of her aunt's hatred and disgust.
The Sacred Order initiates- despite being a member of the group, not many approved of her departure. Only high ranking paladins and clerics treat her with any form of respect, leaving her own organization unreliable unless she is in or near the Black Desert. Those that know little of the organization often believe and treat her as a necromancer.
Equipment: Staff of Power: An advanced magical staff used as a focus to help her control the power of spirits. It contains a power she has not fully explored and was a gift from her grandfather before she departed to join the mysterious group that raised her. It holds several arcane spells. This item will transform into the weapon the current spirit is using. There are several unused notches in the staff that appear to be empty. The top of the staff holds a Ruby red death soul gem. The handle of the staff has two smaller Arcane soul stones opposite one another. Four more slots remain empty.
Staff of power (Scythe): a magical melee weapon that can be used as a spell casting focus. Present only when the spirit has been invoked. The staff shimmers and appears to be made out of Gold plated bone. When wielded by Drana it is used as a staff, when properly wielded by the spirit it is a very deadly weapon and only a minor casting focus.
Severed from dreams: Drana does not dream when she sleeps, instead she receives visions of the spirit she is tied to. Often these images are treated like a dream. They are fuzzy and difficult to remember. Drana cannot be affected by spells that would alter her dreams, but can still be affected by spells that would put her to sleep. (Passive/racial)
Mind link: Drana can speak telepathically to any creature she can see within 150 ft. She doesn’t need to share a language with the creature for it to understand, but the creature must be able to understand at least one language. The creature can respond given the same conditions are met. This link can only function on a single creature, using it with another creature severs the previous connection. (Passive/racial)
Deathly visage: Her magic allows her to interact with spirits and undead in unusual ways. Natural undead do not normally perceive her as a threat so long as she does not disturb them physically. She can communicate with undead and does not need to directly control them with magic. (Passive/cleric)
Inescapable Destruction: Her clerical domain grants her necrotic power the ability to effect death itself. Undead suffer full damage instead of half when she uses death magic energies to damage them. (Passive/cleric)
Death magic: The ability to cast necromancy and manipulate death.
Spells:
Inflict Wounds: Fills a target with necrotic energy. Very effective against the living. Must touch the target.
Revivify: She can bring someone who has suffered a fatal injury back from death given that they have not been dead for longer than 1 minute. There may be unintended side effects.
Mass Healing Word: She is capable of uttering words of power that invigorate her allies, healing them of minor wounds and light fatigue.
Cure wounds: Drana can touch someone and heal a nasty wound. This cannot revive someone, but can stabilize someone who is dying. It can reattach limbs so long as the limb can be re-attached.
Speak with the dead: She can speak with a spirit or corpse. It will treat her as it would have if it were still alive.
Animate dead: Makes a zombie or skeleton archer, usually based on the corpse.
Various cantrips.
And many more spells to come…
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 OOC
She travels with two undead that seem content serving her. The undead are skeletons that wear full plate and are fully capable of acting on their own, though they lack complex thoughts and voices. Drana often calls them by the names Gordon and Stephan believing them to be good luck. She also interacts with the sacred order using a large white Owl.