Name: Cornelia Aerthur Age: 30 Gender: Female Sexual Orientation: Unknown Role in Society: Clergy/Commoner Occupation: Justiciar of Analil
Legend: The Fireblood Woman "All of us have fire in our hearts. The passion and drive to be better than what the Gods first create us as. That ember that keeps us going in the darkest of times. But the Justiciar, that lass who serves our Lady Analil...it's an inferno within her, a maelstrom of searing heat that won't ever go out! I seen it, seen the Justiciar walk out of the burning remains of that church, cloaked in fire and burning, carrying the Head Matron, eyes ablaze. She didn't flinch, even as her skin roasted. We've all got fire in our hearts...but she...she's an inferno." - Common Tavern Tale From Drunk Patrons
Cornelia became known as the Fireblood Woman when, at the young age of 7, she emerged from the burning wreckage of the Abbey of Analil. Though no one knows how the fire had started, it consumed the entire building in a matter of moments. Cornelia and her friend Fiona were trapped inside. When Fiona passed out from the smoke, Cornelia swaddled her in a soaked tapestry and raced through the corridors to escape. Her body began to burn, but she continued to run, ignoring the searing pain as she was cooked within the walls of the abbey. Reaching the entrance, the roof caved in, draping her entire body in a burning curtain that billowed out behind her. As she escaped the holocaust, the curtains billowed out behind her, and to bystanders, it appeared sheets of flame were emanating from the girl, causing the legend that within her body churned not blood, but pure fire that was escaping through her wounds.
Appearance Picture:
Appearance: Most of Cornelia's lower body is covered in old burn scars. Healing magic will never cause the scars to leave, possibly due to the age she received them.
Personality: Patient, ponderous, and calm is the best way to describe Cornelia. Where others would react, she thinks. Where others would leap to action, she contemplates all paths laid before her. Despite this, she is far from sedentary or slow. If given the chance however, she prefers to go over all the facts and make a decision based off logic and thought rather than gut instinct and emotion. Her training as a Justiciar has lead to this methodical mindset and because of it, she finds many alternatives and tiny details that others overlook. She attempts to maintain a neutral outlook on life, trying to remember that the world is not black and white, but a murky shade of gray that shifts and convulses together. However, this has lead to a heavy dose of apathy and the occasional viewing of living beings as cogs in a machine, to be observed rather than interacted with. There is no one more devoted or passionate to the Stalwarts, however, and her ponderous ways make her a tenacious and resourceful trailer. It is a rare criminal who can get her to call off a hunt for them.
Skills: Shieldwork (Master) - Cornelia uses a gargantuan tower shield in her offhand, and has developed a combat style that makes her defense from the front nigh impenetrable. Even against much larger foes, her defense is rock solid. This works especially well in urban or narrow spaces, where she can force enemies to face her directly from the front in one on one combat.
Longsword (Expert) - When paired with her shield, Cornelia's fighting style is a slow, methodical advance that is difficult to halt at best. Her fighting leaves no openings, focusing on a careful advance that pushes enemies back with little respite.
Blacksmithing (Journeyman) - Constant combat, heavy use, and the battering from howling criminals has given Cornelia a lot of experience mending her equipment.
Medical Attention (Novice) - She can stop the bleeding, but the wound will still need a proper doctor to look at it.
Combat Flaws: Cornelia's excellence at dueling is lost if she is surrounded. Her slow footwork, methodical style, and reliance on her shield means fighting multiple opponents is essentially a death sentence without someone watching her back. She cannot react in time to multiple attacks from different fronts, and will be cut down if not properly supported in such situations. In wilderness, or areas where the enemy can fan out and get behind her while keeping pressure on her front, is where this is most obvious.
Her reliance on the shield also means that without it or some kind of defensive armament, her entire combat style is lost, and she becomes little better than a highly disciplined militia or man-at-arms.
Personality Flaws: Apathetic - Despite being a member of a group that emphasizes atonement and redemption. Cornelia seems very apathetic towards those she has deemed guilty or criminals. This extends even to petty crime, putting thieves and swindlers a step below human in her eyes. As such, she frequently forgoes *or is prevented from taking* the role of Judge and instead focuses heavily on capturing, jailing, and punishing criminals. But there have been accusations of her simply judging someone based off her own bias or unfounded evidence.
Lethargy - While Cornelia can build up quite a head of steam for something she is passionate about, subjects that bore her are met with frequent yawning, head bobbing, and more often than not she simply dismisses those she deems boring or a waste of time.
Abilities: Break The Advance - Cornelia can use her shield to block any incoming blow, no matter the origin. This can be as simple as stopping a mounted charge from overrunning her to as legendary as shifting a catapult's boulder to the side. Put simply, she can stop anything with this ability, no matter the size or impact. However, she can only use this when she's standing completely still, and braced for the attack. A surprise attack will bypass this ability entirely. Braced and ready, however, there is quite literally nothing that can get past her shield, simply being turned aside or stopped in its tracks.
Eyes of Justice - A far simpler ability than Break The Advance, Cornelia can tell when someone is lying flawlessly. This requires her to make eye contact and keep it while the individual speaks. She uses this often when questioning criminals or potential witnesses. If Cornelia breaks eye contact before the lie or truth is finished causes the ability to fail, giving her at best a hunch whether or not it was factual. Blinking does not count as breaking eye contact, neither does it count if the person she is talking to breaks it. So long as Cornelia remains focused on them after initial contact, she can tell if they are lying.
Backstory: Left to the sisters in the mountain monastery of Analil by her commoner parents, Cornelia was given a chance at a life outside of poverty, raised in pious devotion. She became fast friends with the only other child within the walls, a girl named Fiona, the illegitimate love child of a noble and his mistress. The two were to be nuns to the Goddess of Justice, holy and pure.
Until a fire consumed the monastery, burning out the lives of many trapped within. Through hellfire and collapsing architecture, Cornelia pulled herself from the inferno, carrying Fiona with her, to safety, suffering massive burns in the process. However, against all odds, the young child survived and managed to save her friend. The surviving members of the church took refuge in a small village nearby. Over the years, the sheltered Cornelia would bear witness to the brutality and ravages of a border village. Criminals wreaking havoc, corrupt soldiers taking hand outs, and merchants overcharging for basic needs and goods. A bitterness began to grow within the girl, but instead of turning into hatred, it was tempered by the infinite patience of Fiona into a determination to improve the world around them. As the monastery was finally given the funds to rebuild, the now 20 year old Cornelia took a dominant role in it's growth, convincing the sisters within to take up a more...strict...outlook on the tenants of Analil. The church was redesigned with this purpose, becoming a defensible position that embedded itself deep into the mountain. Nearby villages, tired of being ignored and eager to join this new cause, abandoned their homes to live and help with the construction.
Cornelia spearheaded the cause, and while many would have preferred her to take over as Matron of the sect, she consistently refused, instead allowing Fiona to take the role. Cornelia herself became Head Justiciar, leading the jailers and hunters to bring criminals to face trial and judgement. At 30 years, Cornelia's legend as the Fireblood Woman, and as a relentless bloodhound for Analil, has earned her the attention of many. However, her dogged nature and tenacity, alongside an iron will, earned her the attention and blessings of Jergal.
Kingdom Sheet
Name: Stalwarts of Analil Location: Mountains Society: A monastery turned military fort and maximum security prison, the Stalwarts of Analil embody the goddess' sense of justice and penance. While originally, the church had been a simple abbey that had burned down under mysterious circumstances, it has since been converted into a formidable defensive town. Known as the Fortchurch Prison, The Stalwarts emphasize a strategy of flawless defense. A siege would be difficult and long on this position, with deep tunnels and catacombs holding massive storages of food, water, medical supplies, and weapons. Within these tunnels as well lie the jail cells of criminals who scorned Analil's forgiveness and offer of repentance. When a criminal stands for crimes too heinous to disallow punishment, or the limits of the kingdoms' laws prevent their capture, the Stalwarts are called in to bring them to justice. These souls are taken to the Fortchurch, where they stand trial before the Justiciars of Analil. Those who claim repentance are given the chance, confined to the fort for years until their oath is proven genuine, after which they are drafted into the Stalwarts and trained as warriors. Those who are found lacking, untrue, or retaining their villainy are executed or confined eternally below the earth. Life as a Stalwart is more favorable than death to many though, and some criminals, rather than rot in a cell, will volunteer to serve the Fortchurch. Unique Notes: The Stalwarts of Analil hold no loyalty to any particular kingdom, but offer their services as jailers and judges to all freely. They are known for being an impartial third party. The current head of the Stalwarts is Matron Fiona De'Gaspard, a rather young, but intelligent woman who believes anyone can be redeemed. Other: The Stalwart warriors are known for heavy shield tactics that use tight phalanxes of warriors. Their style focuses on a crushing advance that deflects attacks while pushing the enemy back, making them incredibly effective in the tight valleys and narrow roads of the mountains.
((Lydyn, will finish after work, just reserving my spot and interest as we discussed.))
@Earnest Evans - The question still persists here, Evans... why would a man, let alone making his own order which he's supposed to have a life oath to, ever willingly leave his own family? It simply doesn't make any sense to me. I think the only major thing beyond that is... his children have become adults "long ago?" Was he like fourteen when he had all three? Saying long ago implies 25-30 of age, but he's only 40... haha (which I get is the max age). I'm not entirely sure where you were going with having a wife and children, honestly.
@urukhai - Well, because you threw some new flaws in there, now it has a few errors sadly. ^.^
Riding: I'm not sure I'd really count this as a combat flaw. Characters might end up riding horses, but much like most medieval fantasies, roughly 99% of fights will not be from horseback. So this is hard to take advantage of.
No pain: Hmmm.... not really a flaw in the traditional sense. This would more go as a side-effect of your Deep Magic then an actual combat flaw.
I am back from sleeping, and now I'll adjust my CS accordingly.
Also, question, was the kingdom I wrote up fine and accepted?
- Updated, edited legend and also backstory somewhat.
Name: Chase Dawnshard
Age: 25 Gender: Male Sexual Orientation: Heterosexual / Demisexual Role in Society: Noble Occupation: Ranger, works for the Guild
Legend: Hushed whispers and talks all speak about this being living in Zlore, dissension occurs when discussion of his morality is spoken. One story says that this being is so fast that it would leave as quickly as it entered, and a trail of dead bodies would follow. Adventurers around would travel to Zlore to try and test their skills, only to be met with deep slashes or not come back at all.
There are a name few who had claimed to be saved and all they could see was a shadow going through the assailants and sounds of a sword being clashing then dead silence would soon follow, opening their eyes would be a clutter of bodies, all with the look of fear in their dead eyes. Others mention that he can't be trusted as he's unpredictable and a rogue element in Zlore. All they do know is that his swordsmanship may be unparalleled in all of Zlore, with but a name few.
Appearence Picture:
Appearence: A few scars here and there, running amock his body. Has a particular scart that runs his across his left eye.
Personality: Chase is a kind and gentle person, he generally likes to deal quips and likest to banter with his close friends, usually with a grin or smirk. He finds it easy to socialize with other people of different ages. He would also usually try and go out of his way to help people in need, something people don't expect a noble to do, because of this he is well known and relatively respected amongst the commoners.
During times of duress and battle, he takes a quiet and analytical psyche where he would try and assess the situation and do things based on analysis rather than emotional, though sometimes his emotions get the better of him.
Skills: •Master Swordsman: Under the tutelage of his father and the guild, and after ardous training, he had achieved mastery over the sword, preffering to duel wield longswords or scimitars •Master Martial Prowess: His father had strictly warned him that a swordsman without his weapon, is a dead one, so he was taught how to fight without a sword. After years of training, it had become his second most honed skill. •Expert Stealth: The Guild requires usage of stealth to further their missions and so has taught Chase the art of Stealth. •Expert Analysist: Under the mindset set by his father, he always takes an analytical approach to battles, but is sometimes hindered by his emotional state. •Journeyman Parkour/Stamina His self training had increased his stamina and has generally been able to get through relatively harsh terrain. •Apprentice Marksmanship: While his father thinks Bows are for cowards who can't fight, he still thinks that bows are useful to an extent.
Combat Flaws: •Unpredictable opponents: Chase has a problem with opponents who changes their moves erratically, he finds it difficult to keep adjusting how to fight unpredictable opponents. •Resilience: While he is able to take a few hits, he focuses on speed rather than resilience, causing a lot of people to be more resilient than him.
Personality Flaws: •Merciful: Chase is regarded as a fool by his peers for being merciful-to a fault. •Trusting: He is also trusting to his closest friends, not really doubting them. •Cooking: He always seems to burn whatever meal he is cooking, cookable or otherwise.
Magic Spells: The Dawnshard family has been allowed to dabble in some Weave magic, approved by the Fallenrun •Stutter Step: Augments his speed, making him look like a 'specter' •Disarm: Makes the enemy unable to use their weapon for a moment.
Abilities: •Legendary Swordsmanship: Since this is his most honed and focused skill, it would undoubtedly be laced with Deep Magic. ~Lightning Step: An improvised version of his stutter step, increases his speed, limited to bursts. Slow enough for the eyes to see but trained masters have difficulty catching up. Sounds of thunder can be heard when this skill is used. ~Dancing Blades: Blades made of magic energy materialize to help Chase ~Eleventh-Hour: A last ditch effort to use when Chase is in danger, this ability pushes him the brink of his body, greatly increasing his speed, overall power and stamina. After two minutes of use, it causes Chase to be knocked out for half a day.
•Legendary Martial prowess: His second most honed tenant, it would also be laced with Deep Magic. ~Dashing blow: Rushes to an enemy and dealing a swift strike to the solar plexus, stunning the enemy for a brief while. ~Seven sided blows: Hits the enemy seven times, in a short time span.
Backstory: Being born into nobility, most of Chase's childhood was mostly rotten, had it not been the rather rough intervention of his father, he still would've have been spoiled in present day. After the day of the intervention, Chase had become more quiet and kinder than usual, which shocked the people around him. Being part of the Dawnshard family, he always had a penchant for swordmanship always asking his father to train him in the art. Though his father initially refused due to his age, he had slowly started to train him at the age of 14.
His father frequently gave snide remarks about how ironic it was that he had no talent for the sword and yet was a part of Dawnshard, even his peers began to jest at him. While his psyche did take a blow, the jests and quips made his resolve ever stronger and more firm, he would train whenever he had the chance, sneaking out at dusk to self train. His father had also made him join the ever elusive 'Rangers' guild. After months of training, even with little talent,his ever increasing prowess with the sword caught the attention and jealousy of his peers, and they set off to sabotage his crucible, which was an integral part of training. They set up traps and purposely provoked the monsters in the area to try and deter him from passing the crucible.
The Crucible day came, all his peers had a pretentious smirk, and most of them giving him false 'Good lucks'. Days passed and Chase comes out, with an entire new look on his face, finishing his apparent objective. Chase spoke little of his experience, only becoming distant when it's mentioned. His skills had vastly improved, being able to match the strongest pupil of the Guild, much to the dismay of his fellow peers. Throughout his training, his peers had always resented him for different reasons, though Chase didn't let this get to him, he was pretty much ostracized in the Guild. Years later he had finally become a full fledged member.
Perhaps it was his tenacious resolve of not giving into the jests of his peers or his willingness to accept his skill and improve, Perhaps it was another thing Jergal saw in Chase, but he had bestowed his blessing of Deep Magic to Chase, something Chase was happy, yet confused about.
One more edit and it should quick - I'd feel more comfortable if his lightning step was somehow limited to bursts and it wasn't quite so fast as to be like a teleport (like it seems to read). Maybe slow enough for the eye to see, but most people (even trained masters) would have difficulty keeping up? Otherwise he's looking great!~
@lydyn Thank you for answering my questions! Here is my CS. I hope to get to discuss Tylan with you should there be any problems. (: Thank you.
Name: Tylan (Tie-ler-n) Hallaw Age: 21 Gender: Male Sexual Orientation: Bisexual Role in Society: Commoner Occupation: Sailor
Legend: The Battle Upon Red Waves was a bloody affair between rivaling bands of pirates and smugglers, scuffling for dominance of the black-market in the region’s seas. Scores of ships clashed over waves. Cannons became the song of the night as the sky turned black, and the waters even darker. Flaming arrows descended like thick rain, setting fire to ship and man alike. Hundreds of screaming torches fell overboard, only to be engulfed by the thrashing waves, pulled down to the seafloor for the fish to feast on. As the Battle waged on, a foreign prince watched from the shore, worried eyes flecked with gold from the flaming beacons on the water, for his betrothed was lost at sea, trapped on a galley caught in the corrupted wrestle for power and gold. They say that the ship appeared from nowhere, as though a curtain had been drawn and spliced, to reveal the standard of the princess’ father, rippling and tossed high in the ocean wind. The galley cut through the water, and at its head, steering it from storm to port, stood a skinny boy of ten-and-six. A commoner from the worst part of town, who’d never set foot on a ship before, but had at that moment taken to sailing as a fish takes to water. So skillfully did he maneuver the ship on his maiden voyage, that not one arrow had befallen the deck, as was discovered when dawn came and the galley was inspected for damage. So talented was he, that the princess raved about him to her beloved when they were reunited. “He crept forth from the depths of the stores,” she cried, “when the captain suffered an arrow to the shoulder.” The only casualty to be had aboard the princess’ galley. “He took over the wheel without a pause, and as the night grew dark, he grew only bolder. “He danced on the waves, a courteous lead. Oh, he was brave, no doubt can there be! He called for the crew to move down below, while he stayed on deck, and beckoned the blows. Fall they did, a relentless hail. But none struck us, with him we were hale. Arrows drowned in the water, and pierced not we. Cannons would not bother, sorcery it must be! And when a pirate flew onto the ship, he protected his deck, with a sword through the hip.” The boy-hero was commended for defending the galley and bringing the prince his bride, but he would give no name. During the ceremony of gratitude, after the prince had presented him with a bag of gold and the nobles attending struck up a dance in his honour, the boy slipped away soundlessly.
The thrashing waves enslave my heart as would a wife. The pirates and smugglers and nomads of the sea: they are my brothers.
Appearance: Tall, thin, and reedy, Tylan is extremely light – both on his feet and in terms of weight – with a mop of brown, unruly curls crowning his head. He is agile, with sinewy muscles and unadvertised strength.
Personality: Tylan can appear mischievous, bordering on childish. His behaviour is not malevolent, but slightly chaotic. Energetic, he comes across as high-spirited with his laughter and smirks. However, Tylan is just as likely to be chuckling at a joke, as he is to be scanning his companion for chinks in the armour, opportune for a dagger in the back should the need present itself. Innately dark-humoured, Tylan is – in reality – discerning and brooding, but does not oft give the impression of being anything other than immature. His juvenility is for the most part deliberate and exaggerated, a constant dramatic performance. Tylan is no fool, but acting as one has given him the occasional advantage, that he plays to the fullest. Behind the japes and façade, Tylan is intelligent, cunning, and prone to the occasional moment of sobriety and generosity.
Skills: Sailing (Master) – Tylan is most at home aboard a ship’s deck. He has sailed the far seas, knows of many a shipman’s tale, and can don a sailor’s tongue when it befits the situation. His stomach is iron-cast as well when he rides the waters, and seasickness does not plague him. He can scale a ship-mast as well as a squirrel shimmies up a tree, and is easily mistaken for a monkey when he leaps from the ropes and riggings of a ship. Knife-Handling (Master) – From deftly sawing through fisherman’s rope, to cleanly slitting a throat, Tylan knows intimately how to arm himself with daggers and knives. He isn’t half-bad at throwing them either, and his aim is something to boast of. Spearing (Expert) – Lighter than swords, but with a greater reach, the spear is no stranger to Tylan, who has found the weapon practical on both land and sea. Tylan has speared fish-bellies for dinner before when he tired of maritime provisions, and has fended off his share of incensed merchants in the markets with the nearest object – often a long skinny stick, abandoned by passing visitors. He knows how to flick his wrist just right to land a blow that thwacks against his opponent’s side, and how to drive the butt of the spear into another’s ribs and steal his air. He can also twirl a spear expertly behind his back, but that particular skill is reserved for cocky show-offs. Archery (Journeyman) – Tylan does not spend much time on land, but half of it is devoted to learning archery from a kindly traveller who frequents the ports once a full moon. He favours his blades, but the utility of a bow and arrow is not lost upon him.
Combat Flaws: Suited for nimbleness and haste, Tylan does not have the strength to wield or swing a sword for long. Shove a longsword into his hands and he is like to bleed before the fifth cut. Wounds sustained in battle will also take their toll on Tylan, whose health is admittedly not the strongest, which is why his defensive stance surpasses his offensive.
Personality Flaws: Tylan is untrusting, and skittish around the strange. He does not lend his loyalty easily, and will erect a fortress of suspicion around himself that takes twice as long to dismantle as it does to build. Similarly, Tylan is not to be trusted wholeheartedly. He will avoid base treacheries where possible, but should push come to shove, his survival will still take precedence over all else. This trait might make him selfish, and a craven, but it preserves him. Of course, his habit of overplaying his immaturity is another point to note.
Magic Spells: -
Abilities: (Tylan is a youth of one-and-twenty years, with humble experience to speak of. Furthermore, the persona he chooses to don makes it rather difficult for hardship to come his way and be endured, so that Jergal might bequeath him with Deep Magic, but this is open to discussion, which might be easier now that the character has been put into context.)
Backstory: Tylan is a baseborn lad, son to a whore. Bastards aren’t few and far between, but the shame they bear upon their names like a cross above their hearts can be potent enough to follow them through their lives. The brothel his mother resided in was located just to the side of the harbour, and Tylan’s earliest memory as a tyke included him dodging around merchants’ stalls and crates of fish. He remembers toddling up a damp wooden plank, feeling it rocking beneath his feet, only to be plucked up by the armpits. The well-meaning sailor didn’t want to contend with barely-whelped stowaways, but Tylan needed only to flash a precocious smile for the sailor’s resolve to dissolve. Few ships at the harbour could close themselves to a young boy with harmless flashing eyes since. Tylan feels most at home onboard any deck, and learnt that day to beguile and charm to attain his whims. His mother has long since passed, but Tylan found unlikely kin among the sea-bound. They entertain his company when they stop at port; bring him trinkets, and bawdy raucous stories of battle, trade, and women from far-away lands. When he was eleven he sailed for the first time on a maiden voyage. Though the journey was to a neighbouring port, and no further, it thrilled Tylan to no end. The rock and lull of the boat, the icy spray of the sea: he loved it all, and spent the next five years learning from the most lucrative of traders, pirates and smugglers how to man a ship, learning the ropes with deft hands. By the time he was ten-and-six and the Battle Upon Red Waves crossed his path, Tylan was no stranger to the seas, as the songs and stories would have others believe. Tylan had been aboard the galley, only because he’d called in favours from the captain, who was as familiar to Tylan as a brother. He commandeered the wheel when his brother-at-sea could no longer hold it, and when one of the princess’ knights presumed to demand he relinquish it, Tylan barked out a sharp order that the princess and her entourage be protected. Gods forbid that a grassland knight who knew only how to seat a horse between his legs try to command a ship. Like as not, the knight would only dash them against the rocks and corals. The galley-crew hastened to obey, and ushered the princess and her pesky knight away to safer quarters. Though there was a storm of arrows, there was no rain. Steering was no more difficult than it would have been on a warm summer’s day, and the fire around them made for adequate lighting. Tylan was blissfully fortunate: the pirates and smugglers had by then exhausted their supply of arrows, and the brief reprieve let Tylan breathe easy as he steered the galley into harbour, where an overjoyed prince was waiting for his love. Once Tylan was handed the reward he had tried to refuse, he climbed out the window, before the newly-weds could ensnare him once more with talk of uprooting him and making him their Master of Ships in the nation they would rule together. He was still a child, only six-and-ten, and he did not seek responsibility. He returned to his life of darting through the market, and sailing the seas, taking opportunities to man ships as they came. Tylan gradually shed the moniker Lord Stowaway of his youth as he grew older, living an unassuming life of adventures at sea and daily acts. He continues to play the foolish child, because the brazen pirates and smugglers he comes across so easily fall for his performance. Those who know how to roar with laughter become his fast friends. Those who do not can only swear, and shake their fists at him, because they have likely lost something to Tylan when they realise the act – a bet, valuables, or pride. And nothing hurts quite so much as injured dignity.
One more edit and it should quick - I'd feel more comfortable if his lightning step was somehow limited to bursts and it wasn't quite so fast as to be like a teleport (like it seems to read). Maybe slow enough for the eye to see, but most people (even trained masters) would have difficulty keeping up? Otherwise he's looking great!~
@Inertia - Not only have you put up with me with all these edits, but you've definitely shown dedication by sticking with it over and over. If you can show that same level with the actual role-play itself, you're accepted!
@Mivuli - Hm, very well done character and I think you're right - nothing done to show a level of resolve like the others, though he did show bravery. The only concern here is namely - you'd have to be on your own until the group made it to the port. I don't him traveling all the way inland to the mountains, given his personality and history. Also, as long as he doesn't actually stab anyone for no reason, his personality is okay, haha. I'm just worried about being away from the group... I can whip some things up, though it might be tricky.
@Mivuli - Hm, very well done character and I think you're right - nothing done to show a level of resolve like the others, though he did show bravery. The only concern here is namely - you'd have to be on your own until the group made it to the port. I don't him traveling all the way inland to the mountains, given his personality and history. Also, as long as he doesn't actually stab anyone for no reason, his personality is okay, haha. I'm just worried about being away from the group... I can whip some things up, though it might be tricky.
I don't mind waiting, though I hope you don't inconvenience yourself in the process. Do you have any suggestions on a middle ground where you don't have to go out of your way? And no, Tylan won't be irrationally sticking a dagger in anyone anytime soon, I think. XD Maybe I should rephrase that part a bit.
I don't mind waiting, though I hope you don't inconvenience yourself in the process. Do you have any suggestions on a middle ground where you don't have to go out of your way? And no, Tylan won't be irrationally sticking a dagger in anyone anytime soon, I think. XD Maybe I should rephrase that part a bit.
Wouldn't be terribly hard to run the group that way first... though it is going all the way from the north to the south, haha. Meanwhile I can try and keep him preoccupied with the shadows that seem to be spreading everywhere. Yeah, I could work it I think. ^.^
Wouldn't be terribly hard to run the group that way first... though it is going all the way from the north to the south, haha. Meanwhile I can try and keep him preoccupied with the shadows that seem to be spreading everywhere. Yeah, I could work it I think. ^.^
Haha, alright, if you say so. It's very kind of you! Is there anything else that needs amending for Tylan?
Haha, alright, if you say so. It's very kind of you! Is there anything else that needs amending for Tylan?
Surprisingly (for me), that's it!~ He's accepted!
We're about reaching our limit though. I have total of six approved characters, and three that I'm waiting for completed CSs in hopes of approving. That's a total of nine characters... so unless one of those three pull out, or the remaining make exceptional CSs, that's probably it. ^.^
Expressing my interest! I'll start working on a character and kingdom sheet if that's alright.
Well, we're approaching the character limit... so it's fine, however I'll only be looking for CSs that really pop and grab my attention. And especially one that can work with the current cast.
Edit: Heading to bed soon, so if you don't see me reply... that's why. ^.-
Well, we're approaching the character limit... so it's fine, however I'll only be looking for CSs that really pop and grab my attention. And especially one that can work with the current cast.
Edit: Heading to bed soon, so if you don't see me reply... that's why. ^.-