Garou are a breed of Wolf Shifter. Unlike Werewolves, or other Lycanthropes, being a Garou is not a curse. It is something one is born with. A Spiritual Blessing from a Moon Spirit. Garou stem from an ancient Human Tribe that lived alongside Wolves in the harsh snow wastes to the North. Some time during the Second Age, the tribe was attacked. As man and Wolf fought and died side by side, a minor Moon Deity came down and used her spiritual magic to combine the Wolves and Men into mighty warriors. In the years since, Garou have become a noble honourable tribe. A pack. Since their creation they have had a checkered past. The potency of their magical blood meant that they could not breed with each other. Having to breed with humans or wolves to continue to grow as a pack. Cubs/Babies normally go through their First Change when they are six. It is at this point they find out if the offspring inherited the Garou magic. Garou abide by a strict code. Which is as follows.
Garou Shall Not Mate With Garou Respect the Territory of Another Accept an Honorable Surrender Submission to Those of Higher Station Respect Those of Lower Station, for all are of the Moon. The First Share of the Kill for Greatest in Station Ye Shall Not Eat the Flesh of Humans Do Not Suffer Thy People to Tend Thy Sickness The Leader May Be Challenged At Any Time During Peace The Leader May Not Be Challenged During Wartime
Unlike normal Werewolves, who can only shift between two forms (man and wolf). Garou have access to five forms. The Homid form is virtually indistinguishable from that of an ordinary human being; in this form, the werewolf can travel through cities and crowds without being discovered. The Glabro form (like some sort of Lupine Mr. Hyde), can still pass for human – somewhat – but while drawing on a portion of the werewolf's true power. Stronger, faster and more resilient than Homid, the Glabro form is still just a shadow of the werewolf's true killing power. The Crinos form is the true battle form of the Garou, the form they take when no solution save violence will do. A hybrid of human and wolf, infused with the superhuman strength of this warrior race, the Crinos Garou is one of the most efficient killing machines in the world. The Hispo is the massive wolf of nightmare, a throwback to prehistoric days when the dire wolves were the size of ponies. It is a form designed to hunt – and to kill. The Lupus form is the true "wolf" form of the Garou, allowing werewolves to hunt and live among wolf packs, or to call on the speed and superior senses of the wolf. Many a hunter has come to a horrible end after wounding a werewolf that he mistook for an ordinary animal – or the mate of a Garou who has chosen to live as a wolf for a time.
Appearance: Klaus is an imposing figure by most standards. Standing at 6’3 he is considered tall by human standards. Built from a surviving in a harsh land. His dark blond hair is long and unkept. He spends most of his time in Homid form, as he was born from a human, and his wolf Form is that of a white wolf.
Equipment: Klaus uses rather simple gear. A large iron hand and a half sword, and a long bow. Wearing studded leather Armour in his Homid form. He is often clad in furs.
Magic: Klaus uses an odd mix Primal Magic and Spiritual Magic. Though his real skill lies in physical combat. The small amount of magic he does possess, he is very good at. He can infuse his arrows or his sword with an element, increasing its damage output or giving it some utility. His most notable magic is inherited from the Garou. Called “Stepping Sideways.” It is a type of magic that allows the Garou to step off the material plane. Commonly used as a short range teleportation to catch prey off guard, it has allowed the Garou to commune with spirits on a regular basis.
History: Klaus was born to a Human Mother. His father a Garou who had come into the City to trade furs and meat. His mother didn’t know the man was a Garou, and the man left without knowing he had fathered a child. So, Klaus spent the first six years of his life living as a human. He has a generally happy childhood. Playing with other kids. One night, Klaus had his first change. The unaware Villagers thought he was a Werewolf. So they chased him from the town. Left alone in the snowy wastes of the north, Klaus struggled to survive. Relying on his wolf instincts to keep him alive. After two years, he was found by a Garou Pack. A group of Garou who lived with real wolves to hide themselves from hunters, or the uneducated, who would think them cursed. Growing in a village where man and wolf are equal in the pack made Klaus happy. Happier then he had been at home. He missed his mother, but was starting to feel apart of this new family. He spent twenty three years as a part of the pack. He had formed a sort of sibling bond with the other Garou and was favoured to be the next Alpha of the pack. This was much to one of the other Garou’s dismay. He was still seen as an outsider by some. Klaus was framed. A dead human hidden in his hut. He was banished from the Pack. So, he made his way to join the Way Farer’s guild. Joined by Rath, his spirit companion that takes the form of an eagle.
Guild Ranking: Initiate
Theme: Not a requirement at all, this is just for fun.
@Sanity43217 Are there any rules or restrictions to his shape shifting?
Aside from it hurting like a bitch? His equipment doesn’t shift with him, often forcing him to remove his armour to shift. Plus the animal instincts can start to take hold. Prolonged use of the Crinos can lead to increased rage and feral behaviour. Glabro and Hispo accrue the feral nature at a much slower rate, and Homid and Lupus don’t accrue any at all, Garou can spend an indefinite amount of time as Lupus or Homid.
@Sanity43217 I apologize for wasting your time, but I'm not confident you have the sense of balance or restraint I'd prefer in my players, so I won't be accepting this character or any others. Good luck.
At a distance, Qantz-Farron is a tall shadow. Black clothing, black hair, and black eyes, none of which reflect any light. Beneath his pale skin are black veins and black scars, the markings of the peculiar witchcraft that he keeps alive on his body. But other than his face, the rest of his body is rarely shown. As a book has a cover, so does he hide the contents of his own body, and taken at a distance, nothing particular about him stands out. To those with interests in humans, he may be handsome to an extent, 6’4 and well-built, slender but not weak. Closer, however, are those void-like eyes, that gently contemptible sneer. Some swear that he’s a real bastard; others are drawn in by his easy audacity. There is no truth that can be gleaned, however. His forked tongue speaks of the machinations of the city-states, of the developed thoughts of the world-movers easily, but Qantz-Farron does not speak genuinely of his own being.
As a book, he is closed.
Magic
Qantz-Farron is a practitioner of Yusentein Witchcraft, which invokes the power of the dead in exchange for permanently marking the deeds of the dead upon the body of the caster. The spirits of mere mortals, no matter how legendary in life, are not yet sufficient in death to match the might of the divinity of the world, and thus, he still must drink deep from the leylines to recover the masteries of the departed. The scars become substitute for incantations then, similar to the ‘stenciling’ of Primal magics which enable casting speed superior to those reliant on spellbooks and arcane performances, whilst the acquisitions of new magics themselves becomes a much more difficult and painful process.
As of now, Qantz-Farron’s magic can perform two effects:
Incarnation enables him to draw on the strength of the fallen, multiplying his physical capabilities to the superhuman levels most trained warriors easily meet. Invocation enables him to temporarily manifest the forms of the vanquished for singular actions, whether it be the swipe of spectral claws or the bite of a phantom shark.
Equipment
A lantern, so that when night falls, others know that he's coming.
The short answer is that, in my opinion, the most important part of a character's history is that the player have a solid grasp of their character's motives, ideals and purpose. Your character sheet, through the implications of that single sentence as well as the personality and inherent motives that are revealed through the description of his appearance and abilities covers that, and if it had been intentional I would accept the sheet.
If that's the case, then I'd like to paste this in the Character Sheet section. I'll PM you the details of the History afterwards, cause it's convenient to hide this shit.
Here we go. Instead of a mage with an unhealthy interest in undead, I went with a sneaky sort with an interest in demons.
Also decided I was trying too hard with the bio, so I cut it down a lot. I'll PM you my thoughts on that.
Serradrith Vrukeil
Name: Serradrith Vrukeil Sera, for short. Age: 26 Race: Human Appearance: Standing at a little over five feet seven, Sera is not a woman to be taken lightly. A lithe, but healthy and well toned frame. Once upon a time she made an effort to hone her body to the utmost limit. She supposes that's still a good thing now, considering her circumstances. Possessing snow-white pale skin, dull red eyes, white colored hair and a distant expression when alone, she gives off a rather aloof impression for those that haven't met her.
Typically she's dressed in travel gear, always seemingly ready to head out at a moments notice on some job armed with everything a traveler could be expected to have. Multiple weapons, knives, armor, and a warm cloak. Oddly, her body is slightly cool to the touch.
Equipment:
Sera's standard gear consists of her usual armor, cloak, clothing. Nothing unusual or fancy. All of her clothing and armor is well worn, but oddly lightly cool to the touch.
A versatile one-handed blade. Sharp, swift, and deadly.
Parrying Dagger-designed as its name implies. Dubbed a 'sword breaker' its desgined to catch opponents blades, lock them down so she can deliver a fatal blow with her other blade. Doesn't work so well on two-handed blades, though.
Multiple daggers and other survival gear one could expect of a seasoned traveler.
Magic: Sera's magic is of a Spiritual nature, provided by a patron that offered her a second chance at life. Its rough, as she's still figuring out how exactly it all works but she's managed to hammer out a few useful spells of a mostly combative nature. Its nature and affinity for Ice and frost has colored these spells similarly. She is of yet unsure of its name, but if she does ever earn the privilege of learning it, its promised more boons.
Frostbitten Blade - Channeling the powers of her patron, she empowers her blade, covering its edge in life-draining frost briefly. Along with physically hurting a foe should it strike, it drains their vitality just a little, causing mild physical weakness.
Rimewind Venom - A peculiar poison of 'Living Ice'. Once struck with her blade, a chilling poison is injected into the opponents blood, freezing their blood in their veins. Aside from just causing frostbite, the ice crystals will tear and rupture internal blood vessels causing internal bleeding and freezing.
Frostborne Offering - The Terror demands souls of man and beast to feed it. Driving a spear of ice into a creature on the verge of death, the frost and ice starts to consume it as it is offered to the Terror until its body is reduced to a pile of snow. More for ceremony than anything, and rather ineffective on things with full vitality as of now. Larger souls feed the demon more, and thus, in turn, fill Sera herself with more vitality and power as her connection with it deepens.
Due to her connection with the Terror, she's afforded a fair resistance to cold and towards mental effects that would influence her to act out of character. Not because of an innate resistance, but rather because they'd have to trick both her and the Terror. Of course, the affinity for magic as well.
However - this also comes with a few other problems. Things of divine nature, while not inherently harmful from simply being around, it makes her no small amount of uncomfortable depending on the exact nature of them from mild anxiety to severe weakness and potentially blacking out, and doing gods knows what in the meantime.
In return for these things, the Terror asked thusly - to house part of itself within her and as she sought her revenge, she would feed. Feed it the souls of humans that stood in her way, as well as those of beasts that crossed her path, and occasionally anything else it asked. It would keep her alive until her revenge had been complete, or their connection was somehow severed. This is why she joined the guild - easier access to things to feed to her patron. When she does it, she excuses as offering something to a God.
Theoretically, the demon could likely take full possession of her body at will, but it seems content to let the status quo remain as long as she does as it asks, and it doesn't ask for much aside from what its already has. Whatever its goals are, are an enigma...but feeding a demons power can't possibly end well. Does she care?
Not at all.
History: In the fringes of the region, far to the northwest, just on the edge of civilization is the city of Borea. Known for three things - its bitter cold winters, heavily religious ties...and the best damn alcohol in the entire region. Sure, dwarves have their strong, earthy stuff...but if its classy alcohol you want, distilled in the frozen wastes of the north you'll find no better. Cool, refreshing, and strong as hell. And, its known for being Sera's home once upon a time.
And that's about as much as she tells people.
Her reasons for coming to Arskel and joining the guild are entirely her own. What can be pieced together though, is that she left Borea around the period of time six years ago soon after a rather macabre event in which all the clergy, knights, and civilians in a local church had been brutally slaughtered. Since then, she has simply been a vagrant, traveling from place to place and mostly keeping to herself. One may also be aware that the name 'Vrukiel' was once also the name of a respected family in the area.
As she says, she's just looking for someone, all too believably innocently, though she never says who...also food. She says she's here for food, too. Whatever that means.