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Hidden 9 yrs ago 9 yrs ago Post by White Feather
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White Feather Soul of a warrior / Feet of a Coward

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Name:

Race:

Race Description: ( Where does this race come from? What are their defining physical characteristics? Does this race have any particular magical/supernatural abilities that merit explanation?)

Age: (Make sure your character's age makes sense given the rest of your sheet. You're rather unlikely to meet any 16 year old master wizards, just as you're unlikely to meet any 70+ year old warriors in active duty. If you're playing a race that lives beyond the typical human lifespan (like elves, for example) then obviously these restrictions won't exactly apply to you, but still try to keep things reasonable.)

Gender:

Appearance: (In at least one paragraph, describe your character's appearance, including eye color, hair color and style, body build, height, skin color, scars/tatoos/birthmarks, etc. A picture will suffice, but please make sure to denote any differences from your envisioned appearance and the actual picture in text. Please avoid pictures that are too modern or otherwise don’t fit the setting.)

Clothing/Armor: (In at least one paragraph, describe your character's preferred style of dress. Remember that the setting is medieval fantasy, so please avoid modern clothing or something that is otherwise out of place. A picture will suffice, and it may be the same picture as your appearance, but please make sure to outline the parameters of your armor (if applicable) in text. Remember that the more protective armor is, the more it restricts movement.)

Weapons: (Describe the weapons your character carries with them on a regular basis. You may include pictures if you wish, although as long as you’re clear enough it’s not entirely necessary. In this section, you must also describe where your character keeps their weapons. In case your character is caught off guard or restrained in some way, it’s much more believable that they could quickly draw their dagger if it was sheathed at their waist than if it was at the bottom of a cluttered backpack, after all. This is for the sake of consistency. For weapons like bows or crossbows that require bolts or arrows, make sure to note how many arrows your character keeps on them on a regular basis and where.)

Skills/Abilities: (Describe your character's abilities, if applicable. This will often outline your character's profession, too. This includes combat ability (weapon proficiency, martial arts etc excluding magic) as well as general trade skills like blacksmithing, carpentry, farming, hunting, fishing, tailoring, and medicine (to name just a few). Basic skills like cooking or sewing, for example, need not be listed here unless your character is exceptionally good at them. Miscellaneous skills and attributes that are unique to your character should also be listed here. If you have any questions about what should and shouldn't go here, ask a GM.)

Magic: (If your character possesses magical or supernatural abilities, please describe them here in detail. There are many different methods of spellcasting in the fantasy genre, so don't worry too much about what you use as a guideline. Please make sure to describe the source of your character's magical abilities, whether it be their own internal "mana", magical runes, alchemical ingredients, wands, spellbooks, artifacts, talismans, or some contract with a deity or spirit (these are just a few examples). Certain magical abilities are generally considered off-limits for the sake of balance, such as time manipulation, teleportation, invincibility and total mind control. You can include a spell list, but this is not by any means required and you may take a more general approach to this description if you wish.)

Inventory: (List what your character currently has on them and regularly carries around, excluding weapons, armor, and clothing (see above). Try not to list too much; carrying heavy loads will considerably slow down your character and probably require a cumbersome backpack on top of that. In other words, pack light. It may be wise to organize these items in a list, as you will be editing this section frequently as your character acquires more items. This section should also include how much money your character has in their wallet. )

Backstory: (In at least two decent length paragraphs, detail your character's life up until this point. Make sure to explain why your character is in Lochwell at present. If you wish to keep your backstory secret, you must message a GM about it beforehand to ensure it's reasonable and acceptable.)
Hidden 9 yrs ago 9 yrs ago Post by Milowan
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Milowan time for a tea party

Member Seen 8 yrs ago

Name: Rin'noc

Race: Drakonian

Race Description: This race hails from the Gromwell Moutain Range. They are a lizard-like species with large leathery wings. The patterns on their scales tend to be linear. The colour of the scales is also dependent on where in or around the range their tribe hails from.

Age: 28

Gender: Male

Appearance:


Clothing/Armor: Rin'noc Prefers to wear heavily plated armour. His preferred colour of clothing is a mixture of black and white as it emphasizes the pallor of his own scales. For casual clothing Rin wears light cloth garments that make movement easier. His boots and gloves are covered with irregular spiking as he incorporates kicking and slashing into his combat style.

Weapons: Rin'noc's weapon of preference is a 6'5" long claymore that he carries on his back. In case of an ambush however, Rin keeps a dagger sheathed in his boot, when sleeping this dagger is hidden under his pillow.

Skills/Abilities: As a Drakonian, Rin'noc has a few inherent skills, among these skills is his ability to see even in the darkest of caves. Rin is also a very capable treasure-hunter, and as his great strength would suggest, a blacksmith.

Rin'noc is also very experienced with the claymore and is even so skilled that he can maintain the balance, even with somebody standing on the opposite end of the blade. This talent grants him the ability to launch earth-bound comrades into the air for short periods of time.

Magic: Rin'noc has the inherent ability to breathe flames, as a natural skill it drains his stamina more than anything else of note. He is also capable of casting minor enchantments.

for example: he can enchant a blade to never dull, enchant treasure to create a hallucinogenic trap for those who touch his stuff without permission, and increase an armour's durability.

Inventory: Rin has:
-A sleeping bag which he carries on his back, bundled with a large tarp to keep his gear dry on rainy nights.
-A 3-pouched satchel containing:
-A needle with thread
-400 gold coins - earned via spelunking and aiding blacksmiths
-4 days worth of rations

Backstory:
Rin was hatched from an egg, like all of his brethren. His tribe lived in caves near the summits of the Northern mountains in the Gromwell Range. He lived a rather normal childhood, at least as far as Drakonians are concerned. By age 5 Rin was trained in the use of two-handed weapons. At age 7 he began his studies of lesser enchantments. When he turned 16 Rin began his apprenticeship as a blacksmith, Drake-fire made for the best forge flames. he made his first set of armour when he turned 21.
When he turned 25 Rin'noc was sent out into the world, to explore and learn the many intricacies of the lives of the "fleshier" races. In his travels Rin found it most efficient to travel by night, all caravans were off the roads, and only the most desperate of travelers continued with their journeys. This also made it quite easy to avoid thieves and bandits as he simply made use of his ability to see in the dark to help him avoid any trouble. Rin recently arrived in Lochwell as a wayward traveler and is staying at an inn just outside of town.
Hidden 9 yrs ago 9 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

Member Seen 6 hrs ago

WIP

Name: Orin

Race: Khazad (Dwarf)

Race Description:

The dwarves are a subterranean humanoid species originating from the mountains around the world. They share many characteristics with humans (two eyes and ears, a nose, a mouth, two arms and two legs) but there are many features that tell them apart. Dwarves are normally no taller than 100cm (roughly 3 feet). They have four fingers on each hand and four toes on each foot. Dwarves also lack a neck, making them unable to turn their heads. They are hairier than humans, and all dwarves grow big beards. It is very hard, if not impossible, for humans to tell dwarven males from females. The dwarves themselves say it’s a matter of smell.

These subterranean creatures have a long lifespan of around 300 years, but are considered old at 100 and will remain so for the rest of their lives. They can see perfectly even in complete darkness, mainly because their eyes can register heat down to parts of degrees. Dwarves are very sensitive to sunlight and prefer to stay indoors if possible. If not, they usually garb themselves with heavy clothes, covering as much as possible of their skin.

Dwarves are renowned for their supreme stonemasonry and blacksmithing. It is said that dwarven strongholds are carved from the rock of the mountains itself, and that dwarf-made steel never bends, breaks or dulls.

Age: 85

Gender: Male

Appearance: Orin is thin, for a dwarf, but tough and grizzled. Like most dwarves he has pale skin and coal black hair. His eyes are a reddish brown. He has a distinctive birthmark on his right cheekbone which looks slightly like a snake, or a worm. He also has an old scar in the form of a nick on the right side of his mouth, through the upper and lower lip. It is not unusual to see him tongue that spot when stressed.

Clothing/Armor: Orin wears no armor, but is always draped in thick robes to protect him from the sunlight. He also wears a pointy blue hat, his last memory from home.

Weapons: The only piece of weaponry Orin owns is a knife, which he has never drawn in anger. In fact, it is more of a tool than a weapon.

Skills/Abilities: Orin doesn't know much. He was a worker back home and is adept at physical labor, but not much else. He can take care of himself, though, and has a knack for smelling out good or bad deals.

Magic: Magic is completely foreign to Orin.

Inventory: His clothes (thick robes and a pointy blue hat), a knife, an almost empty backpack (containing a waterskin, a blanket, a bowl and a spoon), and a small purse with a few coppers in it.

Backstory: For most of his life, Orin had been working in the mines with his brethren. It was a hard but simple life and he enjoyed it thoroughly. Then came the day when he was selected to accompany a trader to a human city far from home. He hated the journey every step of the way, always glaring suspiciously at the blue sky above as though he thought it would come down to swallow him (he still does). The trade mission came to an abrupt end when the caravan was ambushed by a large band of bandits, killing everyone who resisted and taking the rest as captives. They tried selling Orin at several towns, but noone was interested in buying the dwarf so he was set free to fend for himself at a crossroads in the middle of nowhere. Not knowing where he was or how to go back home, Orin wandered aimlessly until he one day found himself in Lochwell.

Orin has no means of surviving should he leave the city, and he hasn't got enough money to pay for passage on a caravan either. He sleeps in an abandoned building in the outskirts of town and either begs for money and scraps or does hard work for slave wages in the warehouses and establishments of the town. He has never once robbed a person or stolen an item, but he is getting old and desperate. More than anything he just wants to go home and leave the surface world behind him for good.
Hidden 9 yrs ago 9 yrs ago Post by LovelyAnastasia
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LovelyAnastasia Miss Bloody Cute Chaos

Member Seen 7 yrs ago



Name: Helewis Meridies

Race: Witch

Race Description:
Coming from a long line of female magic users, there are often many kinds of Witches, since they are a maternal race that can mix with and join with most other races. The specifics of Helewis's family legacy is centered around potions, chants and scrying. While Helewis is almost completely human, her mother's side proclaims to have mingled with elves as well as mages, though this is just word of mouth handed down from the family. Helewis's family has three stage of magical ability strength.

The first is Maiden, when a young Witch is first learning to control her powers. The second is the Mother stage, when a Witch has learn all she can from the family Grimoire (book of family legacy magic) and is ready to set out to find her own way. The third step is Matron or Crone stage, at which the Witch is now a master of her own ability and can even teach her personal skills to the next generation of her line. Helewis is currently finishing her Maiden stage.

Age: 23

Gender: Female

Appearance:
Standing at a height of five foot three, Helewis is rather of average height and holds no remarkable beauty but does have extremely long dark brown hair, which reaches her knees. She often contains it in two mock braids, held together by thick leather bands ever inch or so down. She is rather fair with honey colored eyes and more often than not wear pale colored modest clothing. Her skin only bears a single mark, a scar tissue tattoo at the back of her neck. It is a delicate design of a tree whose branches turn into its roots. It was made through tearing and re-healing of the skin over many years by her mother and grandmother.

Clothing/Armor:
Helewis dresses as most respectable women do, in long sloping sleeves with a chemise beneath, and a veil just about her head with a crown-like hat to keep it in place. Since she is a merchant's daughter, she neither too plain nor too extravagant. The colors of her dresses are often faded and pale, their linings sew with hidden coppers or herbs. She only has two belts for decoration, one with fashion in loose length, the other more practically short for hanging pouches and small bottles on. For travel she has a thick cloak, decorated with yellow thread, just like her belts, to show her middle class status. Whatever jewelry she does own is usually been a small enchanted gift from her mother and grandmother. Her arm band, for instance is enchanted to tighten ever so slightly when near highwaymen. Her earrings help to enhance her scrying ability with the whispers of voice to go with the visions. Her broach is just a broach to hold her cloak in place. It was obviously a gift from her father. The pendant under her chemise is a family heirloom, but it's so old its just assumed that all it does is enhance the three family qualities.

Weapons:
Helewis is not often in dangerous situations, since she has a rather keen knack to keep herself far from any major trouble, but like any one who is sensible, she keep a few daggers on her. One is plainly shown, hilted on her armband. The other is hidden up her sleeve. More often than not, however, she'll simply use a chant or a curse or a poison to get out of any difficult situation. Plants tend to be everywhere, after all, and often over looked.

Skills/Abilities:
-Scrying: From the reflection of a clouded metal to the full moon's face trapped in the black of a water's depth, scrying is very old and very powerful. The most masterful can see into the cloudy deep future. The most amateur can see into the next room. Helewis's family holds three powers close to their blood and scrying is one of them. While she is not yet a great master, Helewis finds it can be quiet useful if you'd like to know when it will storm or if the road ahead holds hiding bandits.

-Chants: Words have the power to cause great wounds as well as heal great wounds, and this is just in the most mundane of conversations. To add intent and will and a little bit of magic, words become a powerful thing. Chants are more than just spells of stung words, they carry different meaning with the slightest of fluctuation in the way they are either said or sung.

-Potions: The third major magic her family's legacy holds, potions are the mixing of not only herbs and plants, but of will and intent. The way a potion is mixed can determine the smallest detail of its effects. It is the difference between a great healing drought and a painful slow death. Ingredient and attention to detail are everything when fashioning a potion. The use of a single hair can create a great love potion. A single tear can brew up a vengeful illness. Only someone with knowledge, training and skill can brew up powerful potions. And even then it might take three days to get you what you need in one flask.

-Trapping: A small hunting trick taught to her by her father was a gate way to great self-defense. If Helewis is good at anything, it is sneakily disarming her enemies. What started out as a way to catch rabbits are perhaps a few child tormentors, grew to a strategic outlook on the world's set up. Back-alleys and dead ends can lead to great escapes. Valley passes and mountain cliffs as well for a more permanent end to someone chasing you. It just about knowing how to look at it in the end.

-Gardening: Plants and herbs are sensitive things. They are almost as fickle as living animals. The lighting, the fertility of the soil, the position of the sun and moon, these all factor into making the right plant grow. Even with a little magical persuasion, if the soil is wrong the seed won't grow. Her mother and grandmother always stressed the importance of gardening. A Witch's best friend is the earth around her after all.

-Sewing: Symbols and patterns hold power over the eye as well as the wearer. Pagan symbols can be sewn into a pattern that can either draw or repel searching eyes. It is quiet useful for when you are traveling by your lonesome womanly self.

-Cooking: It would be wise not to anger the one who is making you meal, especially if it's a Witch. The use of certain herbs and flowers in Helewis's dishes can both bring out flavor and certain...qualities that their consumers may usually wish to either hide or enhance. A few drops of Poppy's Milk can send you into a deep sleep. A few seeds of Morning's Glory can leave you sleeping forever. Cooking is just like potion making. You better trust your cook.

Magic:
Legacy Witch magic runs in the family but only comes out in female offspring. Men are usually just carries and rarely ever able to harness powers of their Witch Mothers. Herbs, plants and special ingredients can be used to focus the magic for certain purposes, as well as symbols, chanting and learned magic words, usually all learned from the family Grimoire. Scrying is the only truly special ability of Helewis's family, and she can preform it with even the most mundane of reflective surfaces.

Inventory:
- Outer Wearing: cap and veil, chemise, garters for stockings, shoes, pale green over dress, long loose belt, short holding belt, thick cloak, brooch for cloak, enchanted arm band with dagger, enhancer earrings.
- Sewn in clothing: two Gold in each sleeve for emergencies, four Silver in dress collar for emergencies, three Copper under each garter for emergencies, crushed and dried assortment of herbs and flowers in all lining for scent and 'just in case' moments
- Hidden Wear: dagger up the sleeve, pendant under her chemise

Backstory:
Born to a merchant and his wife, Helewis was the third child to the family and the only daughter. Her elder brothers were twins and both as different as the Sun and Moon. Playing the strategic peace-keeper and healing both of them after every quarrel, Helewis is perfectly well versed in when to speak and when to hold in her words. Always the quiet child, she took more pleasure in reading and listening to her grandmother's stories than in romping about with her brothers.

While most families usually stay in a single home and let the traveling be left to the head of the family, Helewis's family usually followed their father. They've sold and bought from elves and dwarves. They've escaped stormy sea and village ransack. With her mother and grandmother advising their father in the safest paths to take, they've always escaped stormed and civil unrest just in time. Perhaps that is why they traveled together as a family for so long.

But when her brothers out grew their games and transformed into men, there was a quarrel the family could not escape: who would inherit their father's merchant business? The great argument started when Helewis was fifteen and it continued on and on... Guimar, the eldest by two minutes, proclaimed on such a fact that he had the right to family business. Terric argued that two minute made no such difference when is was in fact he who was better with number and money than his brother. Guimar was stronger and more charismatic. Terric more intelligent and more business wise.

With such family struggle, Helewis was left to her own, with her Grandmother and her secret studies. In truth she believed the greatest outcome would be found only when the two brothers joined their strengths, for both would fail without the other. Just as they shared they same belly, they should share the family merchant business. But Helewis was neither businessman nor their mother, so her opinion held no merit. Instead, for the next six years, the family quarrel continued and Helewis took no side.

She didn't marry either. By her twenty-first birthday her family seemed to grasp the gravity of her maturing and less focus was paid toward the brothers, and more towards her.

"You're well past the age most girls marry, dear Sister," Guimar would often scoff, "It's time to set aside fanciful books and dreams, and do something practical with you life."

"You are not the prettiest of maid, Sister dear," Terric would sigh, "Youth is you ally and men are not enchanted with haughty poems and numerical figures."

They always talked about it as if it were her actions that had left her single and past twenty. No one had ever told her that she should of been flirting with every aristocrat and great lord once she had turned sixteen. How was she to know that? Their quarreling had certainly given her more than enough knowledge on how to avoid sour moods and heightened tempers. Their accusations were more than a bit offensive.

And for two more year it was like that. In between bouts of bickering, 'why aren't you married' and 'aren't you ashamed of your age' and so on and so forth. It was too much to bare. So finally Helewis consulted her grandmother. Surely there was another place she go. To practice her arts peacefully and not be barraged with questions of her womanhood, for obviously she was never going to get married in her family's town. Might as well move to another. And so her grandmother's scry called forth a road which led to a place called Lochwell. Perhaps there she might meet whatever destiny it was she so desperately needed to greet.
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