Hidden 9 yrs ago 9 yrs ago Post by Afina
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Name: Regalia Montoya

Age: 47

Gender: Female

Race: Human

Personality: Regalia is an older woman and with age comes patience, to a point. Her outward demeanor is calm and collected, much more proper in her speech than one of her background would one would think. She is ever calculating in both her words and her movements, always weighing all the possible options before her before she acts or speaks. Though time has taught her that sometimes all the patience in the world cannot accomplish things and has been known to turn completely in her demeanor at a moment notice to get the job at hand done. Not surprisingly these outbursts have cause new issues to arrive but in the end they get the job done and her point across. Regalia will fight for how ever can afford her skills and will do as she must to fulfill her contractual obligations. Her word is her bond as long as those she is signed too do the same. When not under contract she will do what she needs to survive as best she can and has a tendency to push herself into situations that have nothing to do with her if she feels that some injustice is being dealt.

Religion: None. Being born and raised on the high seas one would think that she would have a head full of superstitions but she has found little use for them over the course of her lifetime. Seeing the damage and divide that various religions have caused, she has chosen to remain neutral when it comes to these manners. She has never been able to grasp the need to blame a God or Goddess for death or peace. Life is life and if she is going to go through life, she plans to do it on her own terms and not on the whispered answers to those who claim to speak for the powers that be.

Political Stance: Regalia has none, she feels not allegiance to any kingdom. Alliances can change at the drop of the hat or at the flip of a coin. She is from the sea, ever changing, and acts like the sea. She wanders through her life as the winds direct her. Sometimes the times are rough and brutal; at others they are clam and make your marvel at your surroundings. In her life, she has only ever sworn her allegiance to one and it was not for God or Country, it was for ideals. That was long ago though and now the only allegiance she has it to the coin until she finds a cause worthy of her attention.

Magics: None

Appearance: Regalia is an older woman, though not the less stunning; standing 5 foot 7 inches tall without her boots, with an athletic build. Long raven hair falls from a side part on the crown of her head, it speckled with grey and white strands that bring out her cobalt eyes. Though she has long left the sea behind, she still dresses as she would when she was a captain. Somethings never change. She has sharp features but time and age have softened her over all appearance. She speaks in a soft yet commanding voice, never wanting to be mistaken as an easy target. She is too old for such trivial games.


Dragon and Gun, not included, accessories sold separately.

Possessions: The Schiavona that she carries was her fathers, beautiful as it is deadly, crafted by her grandfather long before she was born. A well crafted blade, it moves quickly through the air when swung and never let Regalia down. On her person, she has a small satchel attached to her belt that holds her papers of identification, her title as Wizard, some money for day to day expenses and letters of recommendation from various people of nobility she has worked for over the years. When traveling, she rides an Ebony stallion that has been with her for years and knows how to deal with her riding style. The saddle bags hold changes of clothing, dried foods, skins of water and wine, grooming and cleaning materials as well as a few odds and ends like parchment, coal, wax and her seal. Tied to the back of the saddle rests her sleeping items and a small canvas tent she can set up if the rains hit.

Skills/Abilities: Being raised on the sea she knows all there is to know about running a ship, having captained The Maelstrom for nearly a decade before she retired. A Pirate at heart, she is a true swashbuckler, a skilled swimmer and diver. She knows how to raise the sails, control the crew and has a vast knowledge of knots. (What else is a girl do to when out at sea for months on end.) She has commanded fleets at sea and is a walking encyclopedia of Sea Warfare. A skilled fencer, one of the few to obtain the title of Wizard, she is deadly and quick with her Schiavona, following in her families footsteps. The fact that she is ambidextrous doesn’t hurt.

Though she is not a Corsair anymore, she has taken the last decade coming to grips with her land legs and has spent that time training in various fighting form. Having had to learn to brawl at the high seas, she is knowledgeable in close quarter hand to hand combat and knife throwing, but that is not enough to the lands. Over the years she has worked on keeping her footing both on deck and off, slowly transitioning to being a woman of solid terrain but has never lost her abilities to fight during even the roughest of storms the seas can bring.

Having to rely now on a steed instead of her ship to get around, much of her first years on land were spent becoming skilled with riding and fighting on horseback as well as wilderness survival and land military tactics. Her skills have been utilized by many an army and her ability to think differently than most who are in such positions, due to her upbringing and gender, she has proven time and time again to be a valuable asset.

Having seen and participated in so much over the course of her life and remaining in no one place for too long, she has become well versed in the art of diplomacy and tact, never using her female wiles to accomplish the job. She prefers tactics where she does not have to worry about some young fledgling subterfuging.

History: Regalia was born on the high seas to the Captain and one of his flings, aboard The Maelstrom. During a hurricane while she was young her mother was tossed overboard, never to be retrieved. Her father was anything but the parental type, especially to a daughter. He had no idea how to raise her and was tempted for a time to leave her at the first orphanage he could find at the next port.

Packing her bags he was about to lead her off the deck when she picked up his Schiavona to hand to him and began to play around like children do. He found it amusing and yet it was time to go, reaching for the Schiavona she quickly side stepped him and switch hands with the blade, swinging it around with equal skill in her other. This intrigued him, seeing something in her for the first time that reminded him of himself. The decision had been made and he would raise her.

Over the years he trained her as any apprentice, never giving her any breaks due to her blood or gender. In fact he pushed her so much harder than what was needed, fearing that she would be at a disadvantage. She proved him wrong and the day when she was presented to his Fencing Master for testing she received the rank of Wizard. As she received the title she remembers looking at her father and for the first time in her life, she saw pride. From that moment on her life was set; she would take over for him when he passed.

The next few years were spent teaching her everything he knew about the seas and The Maelstrom. The crew, having known her since she was small, was ever faithful to her and her father. She was the daughter so many of them never had and did all they could to make sure she was ready when the day came. It came peacefully one night when out on calm waters. Entering the captains’ room, she dropped the tray of food she had brought him for dinner when she saw him hunched over his desk atop of his maps. Finding he had passed away, she kissed his brow and had him buried at sea. She was now the Captain of The Maelstrom.

Life was good on the High Seas, even finding love in her first mate Tseng but it was not to last. During a battle in one of the many unnamed wars for God and Country, he fell to cannon fire as it ripped through the main deck. In one fell swoop, she lost her ship, her love and her home. Swimming to shore she decided that unless mountains were moved, she would not step back on the deck of a ship. She hasn’t since.

Since that fateful day she has wandered the lands, selling her skills and knowledge to whomever she felt was worthy or, in desperate times, whoever paid the best.

Hidden 9 yrs ago 9 yrs ago Post by Afina
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Name: Sana Rawn
Age: 31
Alignment: Chaotic Good
Race: Human
Class: Marksman/Gypsy(Bard)
Appearance/Clothing:

Height: 5' 7"
Weight: 125 lbs
Hair color, texture, length, style: Dirty ash blonde with layers from ears to shoulders. Her hair is usually worn with shorter layers crimped and pulled back with a few loose strands around her face, the longer layers are curled under and left loose falling to her shoulders.
Eye look, shape & color: Milk Chocolate with amber specks, round eyes with a slight slant at the outer corners.
Skin Tone: Tanned with olive undertones.
Body Type: Toned body over all with very defined arm muscles.
Voice/Accent: Her voice has a tad deeper intonation than most women and is slightly raspy. Sana has a stunningly beautiful voice when she sings but it is something that she rarely does.
Clothing:
Warm Weather - She wears a very simple halter top made of tanned leather that tied around the back of her neck and is trimmed in a deep brown rawhide. She wears a matching shorts that is slit on each side of her thighs as to not to hinder her movements. Her boots are a soft suede material that come up to just below her knees and lace up the entire way, soft soles, no heels. She wears a sheer mantle that flows to the ground and is trimmed in the same material as her halter top, usually pulled over her arms to hide their definition.

Moderate to Cold Weather


Gypsy Clothing -




Skills: Agility, acrobatics, gymnastics, ambidextrous, riding, fletching; excellent marksman with a bow and skilled dagger thrower. Knows some close combat fighting, using her bow in a staff like manner. When weaponless Sana will use her knowledge of acrobatics and gymnastics, combined with her agility, to attack and defend herself.

Natural Abilities: None - Human

Magic/Spells: Sana knows many bard songs but is unaware of which ones she can actually cast. Below is a list of songs she has been able to cast successfully so far.

Trust Me: Beauty From Pain - An inspire trust spell that is activated when she sings. Spell has a 75% chance of working on one target in the line of sight. Effect lasts 20 minutes - can cast once a day

Courageous Heal: Everything Burns - A triple effect spell activated when she sings. It hits all allys in a fight. It heals up to moderate wounds, gives a +2 to attack hits and +2 to damage. Does not work on Sana and drains her terribly after casting. Plus to damage and to hit lasts 5 rounds. (Side effect is due to the nature of the spell it will make those that it hits feel more courageous during the casting.) - Can cast once every three days.

Beacon: Flashlight - This song brings about a pillar of light that breaks through low light, darkness and obscured vision. (Such as mist, fog, smoke and rain). It has no special effect other than being able to be seen from up to a mile away no matter the level of light or density of obscurity. Cannot be seen through rock or stone but will follow a path until it reaches the sky if possible. The song itself will carry with the light and can be heard as far as the light can be seen. The light will continue as long as the song continues and fade once it stops. The end verse can continue to be repeated to last as long as the singer can sing. It can be cast once a day but if it is an extended version of the song it takes away from the next days ability. Each time it is extended, it takes another day to recharge it.

Masquerade: Burn With Me - During the course of the song Sana is able to completely change the look and voice of herself and up to one more party member. The illusion is true even if touched and lasts 24 hours, it can be dispersed by break illusion spells or if the person it is cast on speaks the words "The Masquerade Is Over" - Can be cast once every 12 hours

Winter Storm: Cold But I'm Still Here - This is currently Sanas only true attack spell. During casting the temperature of an area that spans out in a 60 foot radius around her will begin to cool down, the ground will frost over as well as other materials that normally would in such conditions. Using her hand movements she can direct up to five beams of ice from her palms during the song to strike opponents or other applications as she made need.(such as a wall of ice or to freeze a lake to be able to walk on) - she may contain her five beams to the end of the song and let it out as a single attack that will form a wall of ice three feet thick and ten feet high in a circle with a 30 foot diameter. Ice attacks will melt as normal for air temp. Wall will last until she stops singing as long as it isn't destroyed. (She may repeat the song until she cannot sing anymore to keep the wall up but may not do anything else but sing.) - can be cast once a week.

Additional Information:
Significant Other: Hugh Van Halder - Does not know where he is anymore
Sister: Ramara Rawn - presumed dead
Cousin: Ariana Rawn

Sana is scarred now with a line from her right ear to her jaw on her face, small puncture scars on her right shoulder from a hound bite and a burn scar from the right side of her neck at her jaw line, that front side of her chest, down her arm to the elbow and her back to the bottom of her shoulder blade.

Armor: An arm cuff that is enchanted with Barkskin.


Weapons: She carried one small dagger that is used for cutting up meat before cooking for the most part though is works as a throwing dagger if need be. Nothing special about it, the blade is 6 inches of plain steel while the hilt is carved oak. Her other and main weapon is a Recurve Bow that was hand carved for her; she uses cedar arrows that resist warping. She possesses a Silver Dagger found in the chest of a Liches Layer as well as a second quiver of silver arrows provided to her by the Elven Army of Corellan Larethian.




Possessions: Clothing, weapons, pack, dried fruits and meats, water skin, rope, fletching items, rags, needle, threads, horse, grooming items, tent, chain with her parents wedding bands on it that she wears around her neck.

Personality: Sana in the past has been known to be rather quiet and untrusting, hard to get close to. She preferred to be left alone and detests asking for help; a very stubborn woman who preferred to do things alone than in a group. Though since meeting Hugh she has softened some and come to accept things. Now a days she doesn’t mind the group setting so much but prefers to be alongside Hugh during most situations. She can be rather outspoken at times but has a good heart and tends to help people in need even without being asked. Handing over items that one may need without a word and just walking away. If she does get mad though she will lash out either verbally or physically and when a new comer approaching she will draw and stand ready to strike them down if provoked.

History: She comes from a wandering band of gypsy that she left long ago for she refused to become what they wanted her to be. Another dancer and entertainer for the group. She was a tom boy growing up who preferred to spend time with a bow and arrow than a person. Though she never sought the way of her people she is very defensive of them and knows their ways. Skilled in song, dance, showmanship. Nothing traumatic happened during her childhood or growing up but being the typical teenager, hated what her parents wanted for her and in the end left those she knew for a world she wanted to know.

After she reached maturity she decided to leave the home and family she knew and set out on her own. Over the years she has worked in various towns trading furs from animals she has killed on her journeys and worked mercenary from time to time as wars broke out, utilizing her skills as a marksman.

During a journey through the desert when she was grouped with adventurers she met an older and kind hearted man by the name of Hugh whom she found herself drawn to. She was captured by a Lich and taken off to be sacrificed, if it had not been for Hugh she would have been slaughtered on the granite sacrificial tomb she was tied to. Though she has never out right stated that she loves him, it is more than evident in the way she acts around him and carries herself now.

Sana traveled with Hugh for a long time. During an adventure she was snatched by a traveling fog that divided up her, as well as some others in the group she was adventuring with. When this happened, Hugh left the group but before Sana was taken. She is unaware of him walking away and has no idea why because of this. Since she was dropped off by the fog she had worked to get back with the adventuring party to find Hugh once again, thinking he is still with them.

Previous Rp: Sands Of Blood, Cinder Sickness
Hidden 9 yrs ago 9 yrs ago Post by Afina
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Name: Silvia Adenias

Race: Human/Earth Born

Age: 27

Gender: Female

Rank: T-1

Appearance: Silvia stands at a petite five foot even, with thin form and little curve. Being raised on Earth she is slightly more physically capable than most Talents but nothing that can compare to the average human. She has spent her life training her mind, not her body. She possesses simple features with fair skin and sharp light eyes. Her hair falls in layers down her back in ebony but her face is framed in silver. A trait many stronger Talents tend to take on over the years. The effects of stress showing first in their hair, turning it a premature grey, most go completely white by the time they are 35.


Possessions: Being a Talent on Earth, she possesses little. Simple, predetermined changes of clothes, uniforms to single out each rank and job of a Talent, all provided by the GTC and standard throughout. Leads have a little more variety but not much. She has specific changes of clothing for each job that she must address or event, though she tends to continue to wear the uniform provided for travel and not reception. She finds it more comfortable than most of the provided pieces.

Skills/Abilities: Telepath, Telekinesis, swimming, climbing, craft operations, Tower Mechanics, Crystal Bonding

Personality: Though small of stature and build, her personality is larger than life. She is quick to temper and does not put up with idiocy on any level. Never backing down from a fight, she has been known on more than one occasion to climb up on the closest item she can find to be able to stand eye to eye to those she is berating. If nothing can be found, she is not above using her Telekinesis to lift herself up to their level. She doesn’t care how small she may be, she will not be looked down on.

Crystal: Silvias crystal is a large Black Crystal that she bonded with before she was ten years of age. A new harvest came in, it was passed over by all other T-1's due to its odd nature. Silvia found it breathtaking and quickly claimed it as her own.

History: Silvia is the sole survivor of a rock slide that happened during a horrid down pour and took out her small village. She was a but three years of age when it occurred and trapped beneath the rubble, screaming out with both her voice and mind she nearly deafened the rescue crew who had long lost hope of ever finding a survivor. Slowly the rubble was removed with the help of local Talents and Silvia was pulled from the wreckage. It has left her with a horrible fear of enclosed spaces. Even tower work becomes confining after a time and she has been known to sneak out so she can see an open sky with no barriers.

Taken in by GTC and raised by Tower Lead Crisin, she flourished in her training but dealt with bullying from the other students, some because of her abilities, and others because of her size. This wore on her over the years but she eventually toughened up and developed a thick skin and a sharp tongue because of it. Today she no longer cowers when someone decides to make a quip about her; she faces them head on and will not back down. Forcing various confrontations due to a word here or there, she has learned to fight using her Talents. This is something that is usually discouraged with Talents outside of the military but exceptions are made for those that are training to be a Tower Lead, they cannot risk one of the few to succumb to a simple fight and be left in the infirmary.

Once Silvia completed her training, she was moved from one Tower to another throughout the Galaxy, in hopes they would find one they thought she could handle. She could handle all they threw at her, the crews could not. She was soon sent back to Earth and Crisin was instructed to tame her. It took years but Silvia eventually was able to pull back slightly but in the end, she was who she was. There was nothing else to be done for it.

GTC had invested too much time and money into Silvia and now she has been shipped off to Altenia to train under Tower lead Tristan and then to be moved to Basti tower out in one of the most hostile areas in the galaxy that has sent many a Talent packing because they surrounding planets refused to stop feuding over the resources therein.


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Name:Arey Daemonica

Age/Race/Gender: 26/Human(dormant Daemon)/Female

Physical Appearance:Arey stands at 5 foot 10 inches in height, lean and rather thin in build. She posses fiery auburn hair, long and thin, that falls in layers down to the small of her back, roughly chopped bangs cover her face. From beneath her bangs, her crimson eyes radiate, a trait she picked up from her father. Her skin is pale by general standards but holds a slightly orange twinge to it. She is slightly daunting in appearance and due to the flaming hues carried throughout her body she always seems to look slightly angered, even when in repose.

Armor/Clothing: She wears basic leather to cover her body, in classic Daemon form, less is more but fails to cover where her heart lays. To her it doesn't matter. Leather boots trail up her legs to end just above her knees. Her body is sporadically dotted in armor pieces to cover the most basic of locations. She refuses to be hindered by a full set, relying on speed over strength. A reinforced hilt sheath is strapped to her back though it is rarely used unless she is running or climbing.

Weapons:On her person she carries a single sword, that from hilt to tip is as tall as she is. The blade is made from a blood steel specially created by her grandmother before she left home, the only piece of her heritage she possesses.

Other Items:She travels with a small pack that contains the basics, some rope, a utilitarian dagger, some bandages and first aide herbs, some dried meats, a flask of water, a few coins to pay her way and a simple cloth she uses to clean up with.

Skills:Arey is able to heal at a greater rate than most humans due to her dormant side bit nothing that makes it seem like she is anything more than just a tough woman. Her dormant side has many abilities it is known for - No aging, natural armor, alter form, healing via life force drain, teleportation, and summoning. But she has no access to these abilities currently and is glad of it.

Abilities:Arey is a skilled fighter. Don't let her small build fool you, though she tends to drag her blade on the ground as she walks she is more than capable of wielding with precision. A skilled acrobat, she is able to move quickly and strike with deadly force if need be though she prefers to use more diplomatic tactics. Though she carries an outward cruel and short fused demeanor, she is truly as kind in heart as her parents were known to be. Though when pushed she has all the fire and vulgarity her family was famous for.

History:Arey was born far away in the lands of The Twisted Dimensions, a princess and sole heir to the throne. Born to Afina and Krey, the last Queen and King to rule the lands. Her childhood was plagued with unrest and questions. A damaged mother and an absent father. Several times she had tried to save one and find the other, only to return with more problems than she left with. She had been far too young to try such quests and finally made her way back to homelands with her tail tucked between her legs. Her grandmother, Serafina, tried her nest to raise her but she had never been the maternal type, leaving her own daughter Afina with her aunt for most of her life to raise. Being that once Arey hit puberty, their tempers clashed and Arey ended up on her backside more than she will ever admit to.

Tired of life on the TD's, she contacted one of the elders of the realm and begged for a favor. To be made human. The elder was confused by such a request, because even if she returned to Lore, having the skills and abilities of a Daemon could prove to be invaluable. Carey explained that her father has begun life as a human and it had done him no harm. She wanted to live in lush green lands, see a sky that wasn't death, she wanted to live a life that was her own. She couldn't do that, no matter where she went, as the daughter of Daemons. She needed a fresh start. The elder refused to change who Arey was but agreed to lock her Daemon side away, inaccessible to her, for now. Arey concluded that was better than nothing and agreed.

She came back to Lore and since has been freely roaming the lands. When she began she thought she would try her failed quests again but quickly pushed that out of her mind. She decided to let fate decide and just live. She has been doing that the last several years and she has, for the most part, enjoyed her travels. Though now, thongs are changing. The lush greenery was wonderful to a time, but no matter how dormant one side of her may be she cannot fight off the desire for a darker setting forever. She needs more and she believes she knows exactly where to find it, because locking up a monster only creates a more dangerous beast.

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Wip - Not Fully Developed - Used as an NPC

Name: Crisin Revegenous

Race: Human/Earth Born

Age: 124

Gender: Female

Rank: T-1 Tower Lead

Appearance: Crisin is an old woman by human standards, yet in terms of talents she is but a late middle age thanks to the effects of her crystal. Having deep set features and a strong bone structure she has a look of harshness about her, befitting of her personality. She is thin and fragile looking when it comes to her body. Years of working for the GNC as a Tower Lead has left her body anything but bit, walking slow as she goes and her hands trembling when she writes. Her mind on the other hand is strong and sharp, never missing what is going on around her. She rarely wears the required uniforms of the GNC and no one dares points this out. Preferring light materials of a dark shade in simple silhouette, she wears single pieces dresses that help to hide her fragile body, or at least she has convinced herself they do.



Possessions: Having lived and run the Earth Tower for more than 80 years, Crisin has all the luxuries a position of such high and long lasting authority would provide. Little it out of her reach if she wants it and she wants everything that is beautiful. Earth, still being in a condition of a near desolate waste land she has much imported from other worlds to decorate her personal quarters, which span an entire floor of the tower. Outside of things one really does not need to survive, she has little. GNC provides, she worries little of what she would need outside the tower proper since she rarely ever leaves it.

Skills/Abilities: Telepath, Telekenesis, Tower Operations, Crystal Bonding, Earth Governing Tactics, GNC Procedures

Personality: Crisin is gruff and has no patience with anything. Due to her age and position she has become an elitist and like many Tower Leads tends to look down on any that are not off her rank, save one. Silvia is the only person she has ever shown any kindness to but to most is appears as a mild tolerance.

Crystal: Crisin possesses a large Black Crystal that has a plain cut and simple shine. It is not her first, which finally cracked after many years of use. This devastated Crisin and sent her out of commission for a while until a suitable replacement. Once one was acquired she was quickly back in the Tower Seat and to work.

History: Born and raised on Earth, Crisin has known little else, only stepping off world for required meetings with other GNC. Due to the fact that Earth is in no strategic, she has yet to convince the GNC to allow the meetings to take place on earth, which enrages her. Little of her life is known before the acquisition of her most recent Crystal. It is not something she speaks about. For the last 24 years she has raised Silvia, something she was not originally pleased about and it was no secret. After the years began to pass though, Crisin became attached to Silvia and began to be more motherly to her in some aspects of life. Though she was never easy on Silvia, knowing what talents she possessed and how strong she could become, but she has grown very protective of Silvia and has tried her best to keep her on Earth for as long as possible. When news came that Silvia was finally leaving for final Tower training Crisin lost it, she felt Silvia could train just as well on Earth as anywhere. In secret she already had been and knew Silvia was fully capable of taking over any tower at a moments notice, though she has never told Silvia that. She had hoped that Silvia would remain on Earth and take over her home planets Tower but GNC is not going to let that happen. Causing Crisin to finally begin to have a distaste of their tactics.


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(NPC)

Name: Craig Ne'Tagla

Race: Altenian

Age: 36 (In Earth Standard Years)

Gender: Male

Rank: T-4

Appearance: Craig is born of a subspecies of Altenians that are from the underground and resemble a cross between a firefly without wings and a human. He stands at close to 7 feet tall and weighs more than he looks due to his exoskeleton, close to 300 lbs.


Possessions: Standard GNC provided items and a large board sword of his worlds making that he wears on his back.

Skills/Abilities: Strong Telekinesis, sword fighting, combat, GNC Security & Tower Procedures, Speaks Altenian, basic Brax'Na, GNC Common

Personality: Craig can come across as stern but for the most part is he rather laid back and pron to teasing those around him. It is hard to break him from his jovial manner, even when confronted by those with less pleasant personalities.

Crystal: Being a lower rank than a T-1 he does not have any personal crystals but does know how to utilize all warm tones

History: Craigs background is pretty uneventful. Born and raised by a loving family that still resides in the large underground colony of his birth. His Talents presented themselves when he was 16 and he joined GNC, training in warfare and combat. Despite his joyful personality he rose in the ranks quickly and became one of the youngest Heads of Security in GNC history at just 18 years of age when he was assigned to his home planet. This was rare but due to his appearance the GNC felt it was best to place him in a Tower that would be used to such oddities. Craig did not complain, happy to return home and be able to stay in close contact with his mother and father. He works hard and keeps an eye out for the Altenians. He is usually the buffer between the Tower when issues arise, especially with the Brax'Na. His current boss Tower Lead Tristan is happy to let him do this work, which is normally meant for the Tower lead.


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(NPC)

Name: Tristan Debute

Race: Bast'ian

Age: 73 (In Standard Earth Years

Gender: Male

Rank: T-1 Tower Lead

Appearance: A native born Bast'ian Tristan stands close to six feet in height and 165 pounds. His blue skin and features are due to his planets watery conditions. Large lips jut slightly from his face and his self illuminating eyes make him appear cruel, unyielding and hard.


Possessions: Standard GNC provisions provided to all Tower Leads, personal items from home world.

Crystal: Tristans crystal is a large black crystal with a blue hue to it, one of the few to be found on his home world. It is large and oval in shape and unlike most Black Crystals makes a slight whine when in use. Many in the Tower say it is because the Crystal hates working with Tristan.

Skills/Abilities: Telepathy, Telekinesis, Tower Operations, Crystal Bonding, Bast'i Governing Tactics, GNC Procedures: Speaks Bast'ian, GNC Common, Alterian

Personality: Just as his features imply, Tristan is a cruel elitist who looks down on pretty much everyone, particularly non talents. He has no patience and due to his nature is loathed by all his staff on Ateria. Quick to temper and whiny he tends to act more like a spoiled toddler than a professional Tower Lead.

History: Raised in a wealthy family of high standing on Bast'i, Tristan was spoiled by his parents who were both Talents and ever so proud when his Talents emerged. Since one of the several Training Towers was on Bast'i he was able to stay close to home and continued to be spoiled by his father who was head of the school. Due to his upbringing he caused many issues during training and since he lacked discipline he nearly flunked out and could have easily become a Singer hadn't his father finally snapped and forced him to fall in line. After his graduation he was shipped off to Alteria to take over as Lead. Him and his family were furious but even they couldn't get GNC to change its mind. They needed a Tower Lead there and since he was such a problem they made sure to punish him on the driest rock they could find. No one else wanted to deal with Alteria Tower due to conflicts that arose with the Local Populations. Leads rotating out as quickly as possible. He has been there ever since, lashing out at the population and tower because of the great injustice he feels is being wrongly placed on him.


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Name: Ramara Rawn
Gender: Female
Race: Human
Age: 27
Height: 5' 5"
Weight: 115 lbs
Alignment: Chaotic Good
Hair color, texture, length, style: Golden blonde with ash streaks,silky texture that is worn simply half way down her back

Eye look, shape & color: Pearl blue eyes with Amber flakes. Round eyes that slant slightly at the litter edge

Skin Tone: Tanned with peach undertones.

Body Type: Thin toned body over all with very powerful legs muscles.

Voice/Accent: Her voice has a tad deeper intonation than most women and is slightly raspy.

Clothing: Forest green wrapped leggings, bodice and sleeves are covered with rich tanned leather thigh boots, corset and shoulder guards.

Armor: None

Weapons: Two long bladed daggers are worn at her waist, two thin bladed short swords are worn crossed over her back, multiple silver throwing daggers are secured in her belt, on her thighs and tucked in her boots. Poisoned darts are secured to a release hidden in her forearm guards that can be fired for distance if needed.

Spells: None

Natural Abilities: Agile, acrobatics, gymnastics, ambidextrous

Skilled: Ramara is a skilled assassin; knife thrower, swordsman, close combat fighting, grappling, take down techniques, pressure points, stealth, lock picking, find traps and hidden passages

Personality: Quiet and untrusting, hard to get close to. She prefers to be left alone and detests asking for help. A very stubborn woman who prefers to do things alone than in a group. She can be quite volatile if provoked and tends to be a bit moody. Even more so than her older sister Sana Rawn and does not have as kind of a heart.

History: She comes from the Rawn Troop of Gypsys and is the younger sibling of Sana Rawn. She always admired her older sister Sana and when she saw Sana leave she decided when she came of age she would do the same. Over the last years she has honed her skills and searched for her sister but to no avail.
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Name: Danica Graves

Age: 27

Height: 5’6”

Weight: 125lbs

Nationality: Bloody American

Description: Danica stands average height with a lean and well-toned build. She has tan skin, ash brown hair that falls below her shoulders with wispy bangs that she usually wears in a ponytail. Her eyes are light green with starbursts of amber through them. Her hands are calloused as are her feet and she has a few scars running over various portions of her body. Her back is covered in a single large tattoo that starts at her lower back and ends over her shoulders. It is of a mountain cliff where a murder of crows is flying off from. It is completely black in color and has the words – Sometimes You Have To Fall before You Can Fly – in script at her right shoulder blade. She tends to wear black yoga pants and fitted sports tops under a grey hoodie with running shoes when not climbing, when climbing she just changes out her shoes.


Biography: Danica is a traveler by trade, working for an outdoor magazine that she writes for. Though she writes to make money she uses the job to pay for various trips around the world to keep her adrenaline junky nature in check. A skilled climber and base jumper she enjoy seeing new places and pushing her limits. She grew up in a small town in the U.S. and started fighting at a young age because there really wasn’t anything else to do besides that or get drunk and race tractors. Neither of which she had any interest in.

After a few local Martial Arts Tournaments her grand master, a man who had moved from South Korea after the Korea War, saw she had a talent and a tenacity that could be channeled into something better than a brawl with her school mates. Over the next decade she trained every day after school and spent her weekends traveling around the U.S. for National and International Competitions for the W.T.F. and the U.T.A. She did well and even won a spot on the Junior Olympic Team where she won Silver in Forms and Bronze in Fighting as well as a Gold at U.S. Nationals when she reached adult age. She took years to earn her rank in T.K.D., spending time in Seoul South Korea at the Kukkiwon, The World Taekwondo Headquarters, training for a summer as part of an exchange program and earning her first Dan/Poom from them. During her travels for tournaments she met many people from all over the world, spending time with them over long trips and learning their languages and interests.

The one that she fell in love with the most was Rock Climbing. A friend of hers Luis who was from Colorado introduced her to the sport and after an injury during a tournament that prevented her from performing the aerial displays her sport was known for with proper technique she flipped from T.K.D. to rock climbing. She still practices T.K.D. in her home studio when she isn’t out traveling but when she is on assignment you can find her at the closest cliff working her way up it. After a few years of traveling she got tired of climbing back down and decided to take up base jumping. She felt it was the best way to get down.

Though after years of climbing and jumping she has forced herself to take several first aid classes and wilderness survival lessons since she tends to climb alone or with just a photographer to remote locations. Several close calls and injuries forced to admit she isn’t Wonder Woman, so she had to at least learn how to be a make shift Major Houlihan in the field. She has a love for older T.V. Shows and very corny movies, so half of what she says that comes off as witty is probably just a line from something she watched.

Possessions: Basic Rock Climbing Gear in a climbing pack she keeps on her – harnesses, climbing shoes, ropes, carabiners, belay equipment, Black Diamond Camelots and 2 Climbing Hammers(one for rock, one for ice)

Skills: Rock Climbing, Free Climbing, Base Jumping, First Aid, Wilderness Survival, T.K.D. - Speaks: English and Korean & Japanese

Personality: Danica is pretty laid back under normal circumstances but does tend to stress out from time to time. She can be the most caring and compassionate person but she has a typical Type A personality that makes her butt heads with those around her and she rarely keeps her opinion to herself. She is quick to trust

Photographer - Sean McConner
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Name: Angpetu Dulain

Age: 32

Nationality; Sioux/Irish

Profession: Kin Bane/Recruiter

Appearance/Clothing:

Combat Skills: Rifle, Bataireacht (Irish Stick Fighting), Scuffling, Bow, Knife

General Skills: Hunting, Tracking, Trapping, Kin Lore, Swimming, Survival, Horseback Riding, Bareback Riding

Languages: English, Sioux, Gaelic, Latin

Weapons: Blacktorn Stick, Sharps Creedmoor Rifle, Bow/Quiver, Russell 6 inc butcher knife

Possessions: Pryor Mountain Mustang, clothing, assorted cartridges and arrows of unique composite, pack of basic survival gear

Personality: Ang is a complex woman whose personality can change on a dime if she feels she is not getting the needed outcome for the situation. Good of heart she tends to trust a little to fast but she is also quick to tell someone to go to hell if she feels they are over stepping their grounds.

History:Ang is the only daughter of a Sioux woman and an Irishman. She was raised with both of them in her tribes village until she was 17 years of age, learning all she could of both her mother and fathers people. When she was 17, her tribe was slaughtered by an unknown creature; rumored to be the anger spirit of the ancestors. She was the next and last to die when a group, of what she believed were travelers, came along and slaughtered the creature. Since she was the only one left they brought her into the fold and taught her the ways of the "Kin Bane" - a small group of roaming undead killers that were entrusted to hunt down and bring "peace" to those poor unfortunate souls. Her group was recently hunted down and murdered when she was away taking care of a lesser demon. Now she is charged to recruit new individuals and bring them into the fold to keep up the fight.
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Name: Risa Couri

Age: 23 At Time Of Cryogenic Freezing

Nationality: Finnish

Profession: Covert Op

Apperance/Clothing:


Combat Skills: Rifle, breakaway, pistol, throwing, hard martial arts

General Skills: Acting, Ambidexterity, communications, computer programming, computer operations, counterfeiting, disguise, electronics, improvised explosives, security systems

Languages: Finnish, German, Icelandic, Norwegian, Swedish, English

Weapons: None At This Time

Possessions: None At This Time

Personality: Unknown alterations due to cryogenic freezing

History: Risa grew up with loving parents and in a stable home, excelling in school with various subjects but she was best with learning languages and computer programming. She led a normal life but when she was in high school she was caught hacking the national bank of Finland as part of a thesis to prove the security flaws in their systems. This brought her to the attention of the national government and their military. In exchange for not going to prison she was enlisted in their special ops program and trained as a covert op. This too she excelled at and was watched carefully by the Nexus Program after she assassinated a world leader without their government becoming aware. At the age of 23 she was captured by a specialized team working for The Nexus and forced into cryogenic freezing as their first “recruit”
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Name: Sunie Phage

Age: 33

Profession: Weapon Smith

Apperance/Clothing:


Skills: Sunie is an advanced Weapon smith who is a retired assassin who possesses all the needed skills for each profession.

Personality: Sunie can be rather distant, not wanting to grow close to people again after all she has been through. When she does open up it can be a coin toss to whether she will be cruel or if she will kind. Once described as a time bomb ready to go off and at the same time by the same person as a soul he wished others possessed.

History: She worked for years for The Grey, pulling money from both sides for various assignments. Over the years she began to work more closely with the Immortals than with the Government; not because she preferred one side over the other but simply because she found more she could be friends with. Over the years she worked very closely with a man known as Pytor Phage; her trainer, recruiter and handler while she was younger. During the years since she met him she ran many missions with him and in the end ended up losing her arm pushing a fellow op out of the way of a mine. It was replaced with basic bio wear but she hated its inability and restrictions. Over the years she slowly created her own replacement for it using the knowledge of a special material she gained access to through the Immortals, eventually retiring as an assassin and preferring to work on new toys for Pytor to work with. They eventually lost contact and she does not know if he still survives or not. She now has a weapon smith shop in her home on the outskirts of the Grey territory and works part time to fund her experiments.
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Killashandra Rose

Age: 30 years in appearance
Race: Unique Undead with some Vampiric Abilities

Height - 5-3
Weight - 105lb
Eyes - Jade
Hair - Jade
Skin tone - pale



Possessions: Clothing, money, journal, inkwell, quill

Skills/Abilities/Edges: Drain, mesmerize, mistform, aura sight, claws, send dream, speed, creation via journal, court etiquette, kin etiquette, kin lore, horsemanship, flight(in true form only), Alterform(to hide wings)

History:Killashandra is the daughter of Vlad and Amythesist Rose. Her father was a vampire, mother was a wandering gypsy who was changed over while she as pregnant with Killashandra. Creating a unique creature that was neither vampire, human nor halfbreed. She goes by Killa for short. Killa is a very reserved, quiet young woman who is the apple of her fathers eye. She was raised by her parents who kept a close eye on her, sheltering her for ages, and trained her skills. She is not a typical vampire even though she does drain to live. Her powers comes from a journal she carries, she is able to take what she draws or writes and bring it to life.

Personality: She is not cruel but distant and most people do not take the time to get to know her since she does not say much or when she does speak, she answers in a question or in a riddle fashion. She is very deep about her responses to when people talk to her but never directly answers a question.

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Name: Marx Creegal (NPC)

Race: Human (Earth Born)

Age: 28

Gender: Male

Rank: T-2

Appearance:


Possessions: Standard GTC

Skills/Abilities: Strong Telekinesis, martial arts, weapons, combat, GtC Security & Tower Procedures, Speaks broken Altenian, Terran, GNtC Common

Personality: Marx is warm and caring, a loving individual who prides himself on his protective natures. He is usually clam, one of the few that react to Silvias outbursts but only because he knows she would never harm him. He likes to tease but can be as volatile as Silvia when provoked.

History:Orphaned at a young age Marx knows nothing of his past. He was adopted and raised by a married couple of T-2 and grew up alongside Silvia. Though his ranking is lower than hers, he is not to underestimated. He has spent his life in the Earth Tower and has been protecting Silvia for as long as he can remember. When Silvia was first shipped off for Tower training he enrolled with Gtc security in hopes of being able to follow her and stay close. It did not happen but when she was shipped back to Earth time and time again he made it his goal to become head of security for the tower. Something he accomplished quickly.


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Name: Gemini & Gemine(NPC)

Race: Fenys

Age: 24

Gender: Female

Rank: T-2 Paired Back Up Tower Leads

Appearance:


Possessions: Standard GTC

Abilities/Skills: Telepath, Telekenesis, Tower Operations, Crystal Bonding, GTC Procedures: Speaks GTC Common, among many other planetary languages

Personality: Bubbly but indifferent to most around them. They always speak in unison or tandem and often speak to each other via telepathy.

History: Twins who were assigned to Altenia Tower as back up for Tristan 4 years ago.


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Nation Name: Galaysyia

Government Type: Meritocratic Monarchy
Succession Type: Hereditary & Merit for the Throne: Merit for all other official titles and positions
Flag:


Head(s) of Government:
Xavier Delmore; King & Grand Master Of Nation

Dynasty name: Delmore (Old Blood)

Authority level: Absolute

Noteworthy persons:
Bahari Delmore; Crown Prince & Master Of Nation (Reigning Heir To The Throne)
Adrianna Delmore; Princess & High Priestess of Seas
Murrough Delmore: Prince & High Priest Of Lands
Varun Delmore (Aka Tseng): Prince & Master of Fleet
Lambert Alkoff: Grand Advisor
Nicola Masters: Lady High Command of Sea and Stone(Highest Military Offical)
Alfred Casco: Master Of Justice (Ranking official of law and court)
Dominique Gervais: Grand Priestess Of Sea and Lands (Overseer of Religion)
Delanto Veris: Master Of Leviathan Fleet (Head of Whaling Fleet)

---

Geography:

Claim(please fill in squares reasonably):

Climate and noteworthy traits:

Isthed – The Northern & Largest Island


Moderate Summers (75F/24C average) and Harsh Winters (27F/-3C average) – Though temperatures can go higher in the summer and much lower in the winter, especially during storms. Due to the island high latitude days during the summer seem endless and during the winter never seem to come. Heavy rain and snow fall is rare but there seems to be a constant mist of both depending on the season. During the summer, granite and slate is mined once the ground has thawed as well as other minerals. Spring and Fall are dryer and this time of the year is used for harvesting of the rich lumber that can be found. The island is also home to many artic creatures including but not limited to wolves, fox and bear. They are hunted throughout the summer and fall for their meats and their hides. Man-made caverns that came about from mining have been turned into underground villages to help keep the population safe from the harsh winters and to store goods at a constant temperature.

Leyden – The Southern & Smaller Island


Has a more moderate climate than The Northern Island, slightly warmer summers and milder winters. Due to the coastal waters, the rain and snow is significantly more than the northern island but the thaw comes quickly in the spring. Rich forests cover the island, with areas that have been cleared out for villages, cities as well as some farming and herding of smaller animals such as goat. Wild boars live on the island and are hunted regularly to keep the population in check plus to provide meat to the population. The Capital City of Sleshpoul is on the south eastern side of the Island.

The inner bark of the Balsamea trees on both the northern and southern islands during the spring and ground down into flour before the lumber is cut for use.

Critan - Section of Main Continent –

This part of the continent is swamp and marsh lands. Though it is part of Galaysyia it is not looked at as a much more than a forgotten place for foraging. Though due to the fact it is more southern than the rest of the Nation, which brings amiable weather throughout the year, it is more easily accessible. Much of the nations edible and medicinal plants come from the marsh.

The following is a list of some examples:

Angelica – Similar to celery, the young stems can be peeled and cooked in stews, they can also be candied and are one of the favorite treats to children on the islands

Rubus – Similar to Blackberries, these berries are sweet and are many times used in jellies to hold them over during the winters and calming teas.

Arrowhead – A tuber that is found in the more shallow areas of the marsh, similar to a potato. (Po-Ta-To; boil it, mash it, put it in a stew)

Butternut – a small leafy plant that has two uses: the nuts that grow are gathered, the leaves when boiled down produce a thick sap that is made into either a sweet syrup or a dried sugar to be used as sweeteners.

Canadense – This flowering plant that grows in clusters is harvested for the bulbs, which are onion like and can be roasted or boiled

Solanum - A poisonous berry that children are taught young to stay away from but hey, adults always find a use.

Vernix – A poisonous bush similar to Sumac – you don’t want the itchy itchys do you?

Acorus – Cattail like plant that the root is used in teas or chewed raw to help with aliments such as bloating, heartburn, fever, coughs, antispasmodic, anticonvulsant and an anti-depressant

Baneberry – Roots used in tears to help women with women issues. (Do you really want detail? I can give it)

Alisma – Leaves are used in teas and as mush packs to help with urinary diseases and to help with irritated skin. The root is used to help many problems but a good root is rare so it is usually reserved for the overseers of the nation. (Think home remedy for high blood pressure, diabetes and fatty liver.)

Anemone – Boiled roots is used to clean out wounds to prevent infection. (Beats boiled down cow urine doesn’t it?)

The swamp lands contain other useful plants and are rich for easily catchable aquatic life but it takes time since there are not fields of anything. The part of the nations population that lives and works the swamps is low but they were born and raised in the swamp so are able to find what is needed and what to avoid with relative ease. The live in small villages, harvesting and fishing throughout the year, and trade with the Islands for materials they need. Though a small part of the nation they provide many things that help keep the nation as isolated as it has been over the centuries.

Internal map(feel free to add mountains and other small changes in respect to your geographical location:


Cities, noteworthy settlements, and castles:
Sleshpoul – Capital Of Galaysyia
Tar’Lyn – Main City On Citan
Rentila – Main City On Isthed

Noteworthy buildings, locations, structures, and landmarks:

---

Culture and Demographics:

National Culture: Galaysians are a diverse nation brought together over the centuries through fair rule and reign. The live under the rule of a fair days work for a fair days pay.

The ruling government works with the population instead of against it and even though the population is divided into three separate land masses, they are united with each other for the grand scheme of things. Each land mass holds its own ways and races, with moderate mingling due to trade between the three.

Each population knows the value the others provide to it and strive to keep the peace to make it work. This has provided peace for centuries within the communities and the nation. Even though they are a peaceful nation they are anything but pacifists, they hold a true Northman mentality, quickly coming to arms against any that threaten their peace.

They are one of the most accepting of nations; where merit outweighs blood lines, a place where truly any one can grow to be great if you are willing to work for it. They do not care what religion you practice, who you love, or where you came from. As long as you don’t cause problems you are welcome.

Though if you do, they are unforgiving, harsh and even barbaric. Looking to their past to deal with those they deem unworthy of living in their nation. The backwaters of the swamps hold many a foe that has been tossed aside there, refusing proper burial for any that cross them.

The nation is known for its strong navy and vicious tactics against outsiders. Drawing on the skills they use to survive they are some of the worlds best builders of ships, a strong people that have been able to survive and flourish in a region most wouldn’t set foot on. They welcome the cold harsh winters and dare the ocean tides to rise. They are fiercely loyal to those they keep close and believe there is no greater death than a death found while protecting all they love. They are built strong and broad of shoulder and gender never plays a part in what is expected of one. All are trained to fight from a very young age, (and military service in some form is mandatory upon reaching adulthood), be it standing army, ranger training, navy, etc.), they are an effective militia force to defend their homes from invaders. It has been some time since any invasion has taken place but this has not made them soft.

They smell war on the winds and know to always be ready. For when it is most peaceful is when the beasts strike.

Population demographics: 450,000 Approximate Total

Human: 370,000 (50,000 in the swamp lands, 170,000 on the north island, 200,000 on the south island)
Elf: 50,000 (All but a handful live on the south island)
Dwarf: 25,000 (All prefer to live in the caverns of the North Island)
Giant: 5,000 (2,000 on each island, 1,000 in the swamp lands)

Major Religion: Sykdom – Worships the All Father Of Land & Seas.

Other Religions: N/A

Religious structure: The religion of Skydom is a loose religion but it effects the daily lives of population in small ways. More a collection of stories passed down through the generations. Tales of Gods and Heroes and their great deeds and their harsh wrath. Each Landmass has a bishop that oversees the day to day running of the churches and performs basic ceremonies.

Religious Heads:
Dominique Gervais: Grand Priestess Of Sea and Lands (Overseer of Religion)
Adrianna Delmore: Princess & High Priestess of Seas
Murrough Delmore: Prince & High Priest Of Lands

Artifacts, and noteworthy objects: Spear of The All Father - a relic from an era long forgotten

Magic colleges practiced, common magics: Magic is not a large practice in the nation but more of a series of prayers from the people for safe days and calm seas. It is rumored that the High Priestess and Priest can call upon a Leviathan and other seas creatures to protect their ships and that is what makes them so deadly in battle. Though they have not been attacked in so long some believe it only to be a rumor.

Relationship between magic and citizens: Accepted

Relationship between citizens and government: The people are very happy with their government

Relationship between Religious heads and government: Good, two of the Royal Family are high ranking religious officials.

Government Internal Relationship: Well-balanced and trusting

Renown characteristics: “Never get in a sea war with the Galacians when death is on the line.”

Agriculture: Rich for the Nation, moderate for trade
Deep Sea Fish
Crustacean
Whales (for meat, oils and bases for perfumes)
Lumber
Rare medicinal plants harvested from the swamps
Furs
Amber
Wool
Cloth
Down
Ice

Industry: Ship builders; weapon & armor smiths; health remedies; perfumes; weavers; harvesters

Trade for: Silk, spices, luxury items, gold, silver, grains, salt, glass

Economy: For a nation of their size their economy is relatively strong, though they do have their own coin, the Shem, that is based on precious metals, most purchases within the nation itself happen through trade. “You need that? Okay, I need this.”

International Relations: Nearly non-existent due to isolation. Trade goes through the Imperial.

Imperial Relations: Basically they pay their taxes to keep the Palace out of their business. Come when summoned but other than that, they keep to themselves. They have no want for expansion and power.

National Flaw: Artic winters, largest land mass within the nation is swamplands and cannot be used as full settlements, high seas and rough storms can pop up and do constantly, battering the shores and harbors. Winters on the northern island shut nearly shut down the island completely as people take refuge from the harsh weather. Ground freezes make mining stop until the spring thaw and creates a short mining season.

Freezing also causes trees to weaken and once winter is over, many villages must spend the spring rebuilding. Isolated nation and seas keeps trade at a minimal and if they were to be invaded, chances of help are slim.

National Strength: Best ship builders and sailors on the seas, terrain makes invasion unlikely and difficult, extreme devotion of the people, resourceful and strong people, intermixing among the races has helped the small nation stave off “genetic shortfalls” that can come from a smaller population.

---

Military!

Type of Military recruitment:(caste, levies) (One term required of all citizens upon reaching adulthood. Officer ranks for those who quality, career service for those who want it, up to the current maximum troop numbers for the standing army. Those who do not qualify or choose to return to civilian life do so with the thanks of the nation.)

(In times of emergency, the vast majority of the adult population can be called upon to defend their homeland in the form of brutally effective militia, scouts, and guerilla troops.)

Possible military manpower: (total troops and war engines)

(Standing Army – 1,000: These men and woman form the backbone of the troops. Uniformly armed and outfitted, these units are drawn from the citizenry during their mandatory service periods. Many stay on for extended careers.)

(Potential Conscripts/Militia: These troops tend to vastly outnumber the standing army, if utilized fully. While not as uniform in appearance, almost all members of the militia have taken at least basic military training and can be made combat ready in short order.)

(War Engines: Broken down into two areas, Army and Navy. Because of space requirements, Naval war machines generally consist of catapults, capable of firing a variety of volleys including but not limited to rocks, hot slag, pitch, and various innovations by the Alchemists, described below. Each Naval vessel typically carries six such catapults, three for each side (although with some crowding all six will operate on one side). Dragonships, being the martial equivalent of Whalers, will be equipped with ballistae rather than catapults, but they are the only ship type to do so (except for the Flagship). Naval war machines are kept up by Naval Engineers, counted amongst the Standing Navy troop type. Army siege machines are kept up by Sapper/Engineer troops, and are fewer in number than Naval machines. They are, however, much larger. For simplicity’s sake, the Army uses two types of war machine;
Catapults and Ballistae. There are 150 of each, with a single engineer assigned to each one, with regular army support.

(Giants – 50: A balance-tipping unit, outfitted however they please but usually with large rocks and treetrunk spears. Far more maneuverable than common siege machines and capable of defending their location or acting as living battering rams, this troop unit is versatile and powerful. Most such Giants have taken to the use of the bow and arrow, sized appropriately for incredible range and maximum damage.)

(Standing Navy - 6000 sailors: The heart and soul of the Galaysyian military. Strongest, fastest ships on or around the Empire with the best crews, trained and mastered by the most capable and experienced officers. Galaysyian shipwrights, even apprentices, are in high demand in every part of the Empire; they rarely stray, however, as they are treated with celebrity status at home.)


The Regalia

(FLAGSHIP: After losing his fiancée, Prince and Master of Fleet Varun Delmore personally designed and commissioned the first Glacial Cutter Class warship, a Great Dromond he named “The Regalia” in her memory. This is the crown jewel of the Galaysyian Navy, easily the fastest, strongest, and most seaworthy vessel in existence today. It is just over 250 feet long and 30 feet wide, with two masts sporting triangular sails, plus a jib. It features three decks and a cargo hold.

The main power from this vessel comes from the two offset banks of oars, upper and lower, projecting from either side of the hull. A great, triangular, scythe-shaped blade of sheerest, silvery metal dominates the entirety of the bow and well above the upper deck. It seems to be unblemished by rust or corrosion, though does require regular upkeep. The Regalia sports fore, amid, and aft castles, the aft and amid castle rising two more decks above the main, the fore (directly behind the blade) only one. The castles serve as high firing platforms for war machines generally too large for naval use, but for the size and masterful design of the vessel. The main deck houses naval ballistae and catapults, six each, in addition to the castles. Fully outfitted for war, it requires a crew of around 250, but can be operated at base function (without oar power) with about 40. Cargo capacity is about 220 tons. If used purely for assault, cargo capacity is easily modified to accommodate additional soldiers. When joining the fleet proper for war, it is often accompanied by Dragonships and Knarr to act as escort and supply vessels. The blade, coupled with the awe-inspiring momentum and steering of the Regalia, was designed to cleave glaciers and pack ice, though it has found to be even more effective destroying blockades and enemy vessels completely undaunted. If not bound for combat, the excellent seaworthiness of the ship and cargo capacity can keep a crew safe and happy for greatly extended periods of time, becoming something of an ocean-going village or very large home.

At any given moment, The Regalia comfortably maintains a minimum additional crew of 15 Engineers, 50 Archers, and 185 Marine Troops.

The Regalia, in all of her glory, is a thing of beauty and peril. To her countrymen, her distinctive silhouette on the water is a source of hope and pride, while others (even allies) become nervous at her approach. Rumors abound concerning this Queen of the Open Seas, with varying degrees of truth to them. The Regalia is very close to passing from the realm of naval specifications, and into legend. )

(Dragonships - 5: Each Dragonship averages 120 feet in length and 15 in width. They are powered primarily by rowers, forty-five on each side, but have a single mast hoisting a broad, rectangular sail. Cargo space allows for additional supplies and sleeping space, or can hold an additional 180 soldiers for shorter range military excursions. The Dragonships also support Naval war machines as described above. Additionally, the impressive dragons adorning the bow feature grimly effective rams just above the waterline, moreso making this ship fast and dangerous.

Dragonships generally carry 10 engineers, 100 marines, and 40 archers in addition to standard crew.)

(Galaysyian Longships - 25: Forming a good portion of the Navy, the average Longship is about 80 feet long with 40 oars on each side. They boast axe-shaped cutters on the bows, somewhat similar to that of the Regalia but not designed to break the same kind of ice. Nonetheless, these vessels are properly reinforced and can be oared to tremendous speeds, making the cutters exceptionally effective against blockades and other ships. Longships sport a single mast with large, square sails, and can hold either an additional 150 soldiers or 50 tons of cargo. They are more than fairly seaworthy and can be used by small to moderate sized groups for long voyages.

Longships, as standard, carry an additional 50 marines and 10 archers plus equipment)

(Knarr – 50: These ships form the cargo-bearing vessels of the fleet, carrying main supplies for the more martially inclined vessels, allowing them to stay out longer and better maintained. Like the Longships, they have a single mast with a broad, square sail, but only have oars toward the fore and aft. These oars are commonly only used in case of emergency or unfavorable wind. They average the same length as a Longship (80 feet), but are broader, with greater carrying capacity at 100 tons. While not built for ramming, this ship is not without defense, outfitted with naval war machines, described in the appropriate area, above. Further, the cargo space can be used to transport liberal amounts of additional soldiers. Base crew is 15. The Galaysyian Knarr is also remarkably seaworthy, and is more adept at inland river travel. A favored tactic is to move all catapults onto one side of the vessel and blockade an area with several attached Knarr as a surprisingly effective defensive measure.

The average Knarr, equipped for supply lines, typically use their extra space for cargo. 6 engineers man each Knarr, and 8 archers. The base crew assists in the defense of the vessel, manning oars to break and run from conflict. Archers and engineers are expected to pull double duty in need, as well.)

(Outfittable Whaling Fleet – 10: These are civilian vessels that are used to hunt whales.

Essentially civilian Dragonships, these boats often hunt in packs to secure the largest and most profitable of prey. The Whalers come standard with two ballistae, one fore and one aft, which can additionally fire massive harpoons moored to the vessel by stout lines. Cargo areas are generally used for their catch and supplies. All rowers are trained in the appropriate use of the harpoon, but there are dedicated deckhands that act primarily as harpooners. Each individual boat is a family enterprise, and though not necessarily bound by blood, the whaling fleet considers themselves members of the same clan. They operate with uncanny coordination, and always bring their catch back to a main flotilla vessel, from which they can operate for an extended time in open water. During the off season (winter), the Whaling Fleet makes a tidy industry cutting and distributing the purest of glacial ice. Kept insulated by lesser pack ice and sawdust, glacial ice can be kept solid for long periods of time and transported remarkable distances. Such sales to the wealthy and powerful across the Empire has turned around even disastrous whaling seasons, and taxes paid to the kingdom have bankrolled several social and military projects.

LEVIATHAN: The Whaling Fleet Flagship, this vessel is less of a boat and more of a slowly moving city/factory floor. Three massive hulls, positioned parallel to each other, are connected by two-decked platforms with an intricate network of rigging and cargo netting draping from the undersides. Each of the hulls feature fore and aft castles, rising an additional two decks from the main to make six raised platforms topped by massive ballistae, in the same form as the whaling ships’, but at a larger scale. Depending upon the situation, catapults and other ballistae are able to be installed at regular intervals, but for the most part the Leviathan depends upon her fleet for defense. There is enough clearance underneath the platforms for two whaling ships each to dock and offload their catch. Between the two platforms and mooring stations on the outer edges of the vessel, the Leviathan can offload and process six ships simultaneously.

When the Leviathan wants to move, she does so ponderously. Three sails, one for each hull, can be raised and interconnected to form a canvas, air-catching network. Between this network and a series of unique jibs and riggings and one massive rudder on the middle hull, steering is possible. When greater maneuverability is needed, she is aided by a number of her fleet towing her to her new position.)

(Outfittable Merchant Fleet - 600 sailors: Basically just merchants that are very loyal to the nation they serve, transport ships. The naval equivalent of conscripts or militia, the Merchant Fleet sees combat far more rarely considering the comparative strength of the Navy. These units consist of, as the name implies, merchant and civilian vessels that could possibly be put to use for skirmish. It should be noted that, unless of foreign origin, crewmen of the Merchant Fleet (like every other citizen) have spent a term of military service, usually Navy. Further, the standard merchant vessel is the Knarr, the standard type used by the Navy for supplies and personnel movement. Several other types of small vessel may be commandeered or conscripted, but they will mostly be fishing boats or personal transports used for speed and stealth.)

(Rangers - 100: Individually or in small groups, Rangers of Galaysyia patrol the more wilderness or outlying areas, utilizing a fairly discreet communication network to inform each other and report to a central authority. They act as scouts, messengers, border guard, and at times the only visible national authority for more outlying settlements. In times of crisis, local militia and other citizenry will defer to their guidance; even other branches of the military will listen when a Ranger speaks. Their nature makes them part of the national intelligence network. Rangers are primarily found in the great swamps, small island networks, and forests of Galaysyia, but may be anywhere. Operate with a great amount of autonomy.)

(Sappers/Engineers – 500: These are the builders, the fortifiers, the diggers of tunnels and trenches. Sapper brigades are called in for the purpose of sabotaging enemy placements and fortifications, circumventing defenses by tunneling, digging fortifiable trenches, constructing barriers/walls, and builders/operators of war engines. When paired with shock troops, they make a very skilled small unit capable of infiltrating heavily defended locations. Not to be confused with Naval Engineers; their numbers are counted among the Standing Navy.)

(Alchemists - 50: Makers of things that burn readily or go boom, Alchemist units or individuals have received basic military training but have chosen to follow a more cerebral approach to combat. Innovators of wide-use poisons, fulminating formulae, exothermic deliveries, and creators of general chaos on the battlefield, offensive or defensive in nature. Few in number but extremely valuable.)

(Berzerkers - 300: Not-so-standard shock troops, form the initial push in a raiding party or offensive. They outfit themselves however they please (within certain guidelines) and their numbers can be called from any of the previously mentioned troop types, after a period of additional training. One does not simply decide to become a berserker, it is something of a calling.)

Unit Demographics and Equipment: (please give me realistic numbers of each type of troops your country produces, and describe them) (keep in mind I will ask you to tweak things if I find them unfit and unrealistic, I.E. standing armies are going to be smaller than levies)

Tactics(optional): Element of Surprise

Strengths: Exceptionally powerful Navy, strong militia on home soil, surprise raiding tactics, loyal military force, berserkers

Weaknesses: Unknown tactics of other militaries due to isolation, has not participated in a land war in ages so behind the times in current tactics when battling on land in a large scale battle. Also, due to the nation being built on 3 land masses, the military forces have little cohesion when on land, attacking more like a swarm of bees instead of a professional army.

Generals, Tacticians, heads of Military:
Varun Delmore (Aka Tseng): Prince & Master of Fleet
Nicola Masters: Lady High Command of Sea and Stone(Highest Military Offical)
Delanto Veris: Master Of Leviathan Fleet (Head of Whaling Fleet)

---

Past conflicts with other players: N/A in current times due to isolation.

Grievances and Victories: None in the current era

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Name: Isabella Ancelot
Gender: Female
Race: Human
Age: 26
Height: 5' 4"
Weight: 110 lbs
Alignment: Chaotic Good
Hair color, texture, length, style: Medium Length Ash Blonde hair, baby fine texture

Eye look, shape & color: Deep blue almond shaped eyes with hints of green

Skin Tone: Very pale.

Body Type: Curvacious but petite figure.

Voice/Accent: Soft voice with clear inflection.

Clothing: black leather clothing and coat with hood, gold trimmed

Armor: None

Weapons: Several small throwing daggers, one small short sword, chained dagger

Spells: Feather Fall, Jump, Cat's Grace, True Strike, Spider Climb

Natural Abilities: Agile, acrobatics, gymnastics, ambidextrous

Skills: Isabella is a skilled assassin; knife thrower, short swordsman, hand to hand combat, stealth, lock picking, whip/chained dagger,

Personality: Quiet most of the time but blunt and outspoken when needed, especially when it comes to those she cares about.

History: Isabella is an unusual woman who has been a playmate of the children of the royal family for a long time. Being trained by the local assassins guild from a young age to provide extra protection she had grown up very attached to the royal family and looks to them as the only family she has ever had. She knows not who her parents were or what they did, even her name was given by the King so she has no family history.

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Name: Amaranthe, Amara for short

Race: Seraphim

Personality:A kind and pure of heart souled angel who was caught in the crossfire of the war as she pleaded for compassion between the angels. She is stronger than she appears but her true strength is in her heart, able to use compassion and understanding as she tends to those she comes across that are wounded either physically or mentally.

When she fell:


Current form


Alter Form: Only hides her wings when she decides to hide her angel origins.

Abilities: Flight in true form, healing, sense angel or demon, holy light

Weapons: One heavenly blade that forms when she needs it.

Skills: Sword fighting, tending to injuries both mental and physical, heightened other senses to deal with blindness.

Hindrance: Blinded by Michael
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Name: Elizabeta Vaduva
Age: 29
Nationality: Romanian
Profession: Vampire Hunter
Appearance/Clothing:


Combat Skills: knives, swords, compound bows, throwing, hand to hand combat

General Skills: Silver Smithing, tending wounds, horseback riding, carriage driving, vampire lore, undead lore, traps, tracking, internal clock

Languages: Romanian, Latin, English, Russian, Croatian, Slavic

Weapons: Rapier, compound bow, throwing knives

Possessions: clothing, weapons, blessed water and holy relics, horse, books on vampire lore and family history as well as those they have hunted and killed

Personality: Play coy, over the top personality, hardly anything but soft spoken, dare devil and pushes the boundaries.

History: Elizabeta was born an raised as all Vaduva are, a true vampire hunter from the first day but she is a bit more rebellious than the rest of her family. Her parents believe because she is a woman, she should be more refined and stick to the research side of vampire slayer while her brothers and cousins are out on the hunt but she refuses to listen. She has a distaste for the high snobbery that some of her family has developed and is usually reprimanded for not having settled down as of yet.
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