Hidden 9 yrs ago 9 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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The country of Velt has existed for a long, long time. Centuries have passed since it first rose, and there is no sign that it will fall. However, throughout its long history, and even prior to that, there have been ancient structures, old buildings left to time. Dungeons beneath the earth, ruined and lost. The remains of castles, left by ancient lords who fled or perished. Temples to dark gods lost to history. These ruins lie across the land, and have a certain allure.

It may be for different reasons. A noble paladin might seek to exterminate a dark presence within the dungeon. A thief may seek treasure beyond their wildest dreams. For whatever reason, there are those who would delve into the darkness of these ancient holes, halls, and temples, and fight their way to the deepest of depths, risking their lives. For justice, treasure, or glory, all of these reasons may motivate those venture into these "dungeons". Some may even venture beyond Velt's borders, to the neighboring country of Ithillin to seek the ruins of the ancient city of Talderia, though no-one has ever returned from its darkness.

So, why is it that you venture into the depths? Justice? Treasure? Glory?

Only you may answer these questions.

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So, um... dungeon crawler RP! The basic set up is... pretty simple, eh-heh. Um, characters are part of a party, and they head from dungeon to dungeon in search of whatever may lie within. However, there's a bit of a twist to this: Each dungeon is GMed by a different player, who comes up with a theme for the dungeon and what creatures, traps, and treasures lie within.

There will be down-time between dungeons, as well, where characters can gather supplies and talk with one another.

A few things of note:

Races: Please pick from the list of playable races, no original races permitted.

Classes: Yes, there are character classes in this. However, it's strictly flavoring, just defining what your character is good at. There's no stats or anything involved, after all.

Dungeons: When you're GMing a dungeon, you need to give a vague idea of the layout and what will lie within. I'll look it over and approve it like I would a character if it meets my approval.

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Playable Races(note: These are only the ones I have defined already):
  • Humans: Straightforward and coming in many varieties. Humans in Velt are ruled by the King and Queen of Velt, living in the White Tower at the Veltan capital of Meridan. However, these are not the only humans in Velt, as there may be those hailing from the neighboring country of Ithillin, or even as far north as the cold and icy Barukstaed.
  • Elves: Elves, too, come in several varieties, with splits even within these varieties. High Elves dwelling in cities, High Elves dwelling in forests, Wood Elves dwelling in Forests in both tree-cities and in a manner more one with nature, Dark Elves dwelling beneath the earth and far to the North in Barukstaed. The greatest differences between these varieties is culture and architecture, as all elves are unable to die of old age. They are also capable of reproducing with humans, producing half-elves.
    • High Elves: There are a handful of High Elven settlements beyond Lethienvel, but they are few and far between. Rarely, a High Elf from beyond the veil will venture into the rest of the world. High Elves boast perhaps the greatest proficiency with magic among their kind.
    • Dark Elves: From the Far North, Dark Elves are mysterious folk who dwell so far to the North that the sun rarely pierces the snowstorms. Another rare sight in Velt. Dark Elves are highly proficient assassins and are skilled in the art of stealth and infiltration.
    • Wood Elves: The most common variant of Elven kind in Velt, and the youngest, Wood Elves dwell in forest cities and towns. They are fond of solitude, but gracious hosts to visitors who arrive with their permission. Few intruders, however, return alive. Wood elves are known for their skill in archery and hunting.
  • Dwarves: Short, bearded folk dwelling in their deep mines and working metal, dwarves have a reputation for honesty, loyalty, and being the most stubborn people you could possibly meet. Dwarves often build vast kingdoms within mountains across the land, the largest in Velt being Draz'khzidra(a word humans often hurt their throats trying to pronounce). The dwarven capital is Northeast of Velt, in the great Grey Mountains, home to their most vast halls and the Deep King. Dwarven metalworking is the best by far in the land, but they lack magical capabilities entirely.
  • Nem: A diminutive race from the deserts of the south, the Nem resemble small humans, commonly reaching heights of around 3'4-3'5. They are universally pale in skintone, with red or yellow eyes and black hair. Nem males cannot grow facial hair, and as a whole they are small and agile but lacking in physical strength. They are also known for being skilled archers, and wielding curved swords(well, more like daggers to the larger races). Their language lacks an equivalent to the letter "B", and some Nem have trouble pronouncing it as a result. They are nocturnal and possess excellent night vision, but during the day their vision is slightly worse than a human's. They also easily burn in the sun and must wear covering clothing to move during the day. Most Nem live in their desert homes, but there is a sizable number in Velt as well. They have an extremely low alcohol tolerance. Nem worship a night goddess known as Ila-Nem.
  • The Hundi: The Hundi are a a near-human race. On average they are around the average human height, or slightly shorter. What physically sets them apart from humanity is their soft, furred, dog-like ears and tails. Loyal, proud, and honorable, the Hundi are said to be incapable of lying. On every Hundi's sixteenth birthday, they are sent on a journey to practice their highly-valued combat skills and learn about the world first-hand. An unusual custom of the race is their unique marriage rights. An opponent who defeats a Hundi in honorable combat immediately gains the position of that Hundi's fiancee, to be married as soon as possible. Hundi are most common in Ithillin, but some enter Velt as part of their mandatory quests, or as wanderers or the occasional sellsword.
  • Sapient Undead: Living beings who have, for whatever reason, revived after death with their mind intact. Usually this process only occurs with the recently dead. In place of the inherent life of any living being, they possess what magi refer to as a "mana reactor", a wellspring of mana simulating life and allowing a corpse to be animated. Their bodies do not decompose, and they are immune to poisoning or the effects of bloodloss(though their blood does indeed flow it serves no purpose). The "mana reactor" allows their bodies to heal, but decapitation is unquestionably death for even the most powerful of sapient undead. They can also be hacked to pieces, their bodies capable of healing but needing its parts to be fixed in place before such a thing is possible. One possible source of Sapient Undead is necromancy.
  • Fairy: Fairies resemble female, human-like children. With the exception of the fact that human children tend not to be six inches tall at most, winged, and wearing clothing made from flowers. Fairies possess translucent insect-like wings, and all fairies are female. They tend to possess a childish immaturity, but they are in fact adults. Fairies tend to be inquisitive and curious, as it benefits such a small race of beings to investigate their surroundings thoroughly. Their curiosity extends to when they meet new people, as well. Fairies are mostly harmless, the worst they seem to be able to bring themselves to do being mischevious pranks upon other, larger races. However, harming or killing a fairy will bring the anger of other fairies upon the perpetrator, and they carry a large amount of sharp objects and not how to aim for the eyes and throat far too well. Fairies cannot die of old age, and only violence or disease can kill a fairy.
  • Nagas: One of the monstrous races, and a somewhat uncommon sight in cities, nagas are human until you reach their thighs. For, from the thighs down, a naga possesses a strong, thick snake tail instead of legs. Nagas are carnivorous and possess sharpened teeth, though no naga dwelling in Velt is venomous. There are various races of naga across the lands, though only one dwells in Velt. A naga's tail is incredibly strong and remarkably dangerous.
  • Harpies: A mountain-dwelling monstrous race, harpies are an unusual race of beings in that they are entirely female, relying on the males of other races for reproduction. In place of arms they have a pair of wings, and therefore lack hands and cannot create clothing or tools easily. Harpies dwelling in towns or cities often live with a roommate of another race in order to be dressed properly. A harpy's bird-like feet are highly dexterous and possess sharp claws, and their wings are strong enough to easily break a man's arm. They are light due to their hollow bones and highly cold-resistant. On average they are somewhat shorter than human females.


Non-Playable Races:
  • Orcs and Goblins: A race divided into two categories, largely by strength and size. Orcs are on average a head taller than a human man, and are very burly and powerful. Goblins are usually a head shorter on average, and are wiry and thin. They usually possess sickly green or grey skin, and are violent barbarians who pillage and steal from others. Orcs are generally found roving in warbands, while Goblins often hide in deep, dank caves. Both Orcs and Goblins are known to eat the flesh of other races. Orcs ride boars, often given aggression-boosting herbs. Ever since the war with the Orcs in Velt, a hundred years ago, their presence has been quite limited to roving raiding parties.
  • Trolls: A relation to Orcs and Goblins, Trolls are tall, muscular, and dim-witted beasts. Eating anything they can get their hands on, trolls are more monsters than they are sapient beings. Orcs often use them as attack dogs of a sort, filling them with aggression-boosting herbs.
  • Mindless Undead: Undead reanimated by a source that does not retain their mind. These undead can be revived at any point after death, and unlike sapient undead their bodies are not preserved. Rotting corpses or skeletal warriors, mindless undead crave flesh and will attempt to consume it even though they are incapable of digesting it. With the aid of guiding intelligence, such as a necromancer, mindless undead can wield weaponry. Necromancy can also raise mindless undead. They may also occur in places of great violence or magical disturbance. While a bite from a mindless undead can cause unpleasant infection, they are usually no great threat to a prepared warrior. Mindless Undead are considered an abomination by the Dual Church of Reon and Mayon, and are exterminated whenever possible.


Locations:
  • Velt: The country of Velt is a vast land composed largely of plains and forests, with a few notable mountain ranges(such as the Northern mountain of Cahladren, home to the dwarven city of Draz'khzidra). The River Nirinel runs through the heart of Velt, and the Veltan capital of Meridan is situated on its Southwestern bank. Velt is dotted with ruins of the past, from the crumbling Blue Ridge Watchstation overlooking Vaelin's Lake, to the deep, dark ruins of the Prison-Castle of Mad King Haldric. Meridan is a vast, wealthy city, featuring the White Tower as the seat of its royalty and the rulers of Velt. As for climate, Velt enjoys warm summers and snowy, yet relatively mild winters. Another notable landmark is Caraan Valley, the location of the final battle in the Orc War. It was here that Captain Mathen beheaded the Orc Chieftan Gridashk and the Orc legions were broken.
    • The Mage's College in Meridan: The college of magic situated in Velt's capital, aspiring magi are educated here. Those who practice magic and have not been educated at the college, or by a tutor from the college, are often viewed with some suspicion. This is likely due to the Witch War so many years ago, when the Dark Coven led by the Witch-Queen sought to overtake Velt and the surrounding lands.
  • Ithillin: The land to the east of Velt, ruled by Lord Indril of Calthir. Similar to Velt in climate and geography, though lacking in the mountainous regions to the North, Ithillin has a bustling trade with Velt and the two countries enjoy excellent relations. The country's capital is Calthir, situated to the northwest. Deep in the southeast their lies the Black Pit, Talderia, a foul crater given a wide breadth by all but the most insistent of adventurers.
    • Talderia: "And the King's misdeeds destroyed all, his black heart darkened his city, and all was brought to ruin." The ruins of the ancient city of Talderia are located in Ithillin. They are given a wide breadth by travelers, and it is often times that Talderia is referred to as the Black Pit. For the ruins of Talderia have become a den of the utmost evil, filled with the most vile beings beyond imagining. None who venture into the Black Pit ever return.
  • The Veil of Tears/Lethienvel: The famed, or perhaps infamous, rushing wall of water dividing the western land of the High Elves and the lands east of them. There are gate-ways between them, though the water. There is no visible source, and yet somehow it appears to flow. Though somehow, it is difficult to tell if the water flows up or down. Its infamy stems from a tragic event in the history of the High Elves, the first occurrence of the spilling of High Elven blood by other High Elves. The tragedy and regret from this incident gave the location its name, and to this day many High Elves still have reluctance to cross the Veil. However, there are some settlements on the opposite side of the Veil.
  • Orodagor: In the land Northeast of Ithillin lies the shattered remains of a relic of a long-passed age. Orodagor, the Black Fortress, was a stronghold for the armies of Hidroroth of the Dark. Hidroroth, the poison existence born from the utter fall to evil of one of the world's deities, sought to paint the world in shadows an consume all life in a shroud of darkness. He was slain, ultimately, in the Battle of Inmoorn, thousands of years ago, his spirit left to the judgement of the Gods. Orodagor was one of the remnants of this long-passed age, abandoned for centuries. However, nearly eight-hundred years ago, a new figure appeared and made her stronghold here. The Witch-Queen of Orodagor, as she came to be known, threatened Velt and all the lands around it by sending her coven of witches to overtake the lands. She was apparently slain at Orodagor in spite of her incredibly powerful magic, but rumor has it she did not perish here.


Other:
  • The Church of Reon/The Church of Mayon: The largest religion among humans in Velt, and indeed, originating from Velt, this dualistic religion worships both the Sun Goddess Reon and the Moon Goddess Mayon. Both Goddesses, it is said, cannot be separated from one another. Reon's symbol is a highly-stylized lily, and Mayon's is a similarly-stylized rose. Chapels to the goddesses are paired, and adherents focus on either one or the other. Paladins of both goddesses are a common sight, with Reonite paladins being highly aggressive combatants while Mayonite paladins are often more intended to keep peace. The religion is deeply anti-slavery, and Reonite paladins are often deployed to break slavery rings and free those being sold through them. Worship for either sect features the sacrifice of lilies for Reon and roses for Mayon.
    • Reon: The sun goddess Reon is believed to have the form of a beautiful maiden. While unimpressive in stature in spite of her nature as a deity, it is said that the goddess possesses a fiery nature. She is described as having fair skin, flowing, long blonde hair, and alert blue eyes. She is clad in red and gold robes. Reon is said to have a palace on the surface of the Sun, a paradise that all her worshippers go to after death. Naturally, the aspect most strongly symbolizing her is fire. Lilies are even burned to be sacrificed to her. The weaponry of Reonite Paladins is often enchanted so that it is capable of in some way channeling this divine fire. Reonite Paladins are highly aggressive fighters, their purpose being to destroy evil.
    • Mayon: The moon goddess Mayon also takes the form of a beautiful maiden. She is taller than Reon, with shorter, black hair and somewhat darker skin. Her eyes are a soft shade of amber. She wears robes of blue and white, and like her counterpart possesses a palace, though naturally hers is situated on the moon. The aspect that most strongly symbolizes her is water, for water is directly effected by the phases of the moon. Incorporating water into weaponry in a direct manner is difficult, so unlike Reonite Paladins, Paladins of Mayon do not often use such enchantments. They are more protective, often wielding enormous tower shields for the purpose of defending themselves and the innocent from evil.
  • Magic: Many races possess a natural internal source of mana. However, not everyone has enough to achieve the status of a mage. Magi are practioners of magic educated by a tutor or by a Mage's College, honing their skills in order to cast a variety of spells. Spells require some concentration and the ability to cast, using chants ranging of at least one word. Stronger spells require more words and therefore take more time to cast. Running low on mana is dangerous as it may strain the caster's body, causing them to lose consciousness or worse. Magic users educated outside of the accepted systems are known as witches, and are viewed with no small amount of suspicion.


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Bios:
  • Name:
  • Age:
  • Gender:
  • Race:
  • Class: (No list, just use what fits the character)
  • Appearance:
  • Personality:
  • Brief Backstory:
  • Equipment:
  • Abilities:


Dungeons:
  • Name:
  • Brief History:
  • Layout Summary:
  • Threats(Enemies, Traps, etc):
Hidden 9 yrs ago Post by VitaVitaAR
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I know no-one has posted yet, but I figured I should announce that I've edited two playable races and a section on magic into the opening post. ^^;
Hidden 9 yrs ago 9 yrs ago Post by Scarifar
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Name: Leander Xenovia

Age: Unknown

Gender: Male (?)

Race: Sapient Undead (Originally Human)

Class: Mage

Appearance: Leander's skin is pale blue, and his eyes are bright blue. He hides the fact that he is undead by wearing a long dark-blue robe with a hood, as well as black gloves and boots. He also carries a long metal staff with a sky-blue colored gem on the end.

Personality: Everything Leander does is purely out of his own interest. That being said, you could trust this guy as far as you could throw him. However, he is still a scholar at heart, even after his death, so he takes it upon himself to learn much of the world. Also, considering he has no fear of death, he makes as much out of his life existence as possible. He also tries not to form attachments with other living beings, seeing how most people wouldn't trust an undead creature anyway.

Brief Backstory: A necromancer made the foolish mistake of raising his soul to gather Leander's knowledge. While the necromancer made precautions in case of threat, Leander managed to find a flaw in the necromancer's defenses and set himself free after killing the one who raised him. Since then, he made his goal in his new existence to learn about the world by becoming a wanderer.

Equipment: -A long metal staff, engraved with runes on every inch of its length and holding a sky-blue colored crystal on the end. Allows him to quickcast his mid-tier spells with only 1-3 words, depending on the complexity of the spell.
-A long blue robe, along with black gloves and boots, to help hide the fact that he is an undead creature.
-A pack for storing books and currency.

Abilities: Leander really focuses on one element in magic: water. Well, mostly ice, but technically water. His signature moves involve firing a bolt of ice (Frostbolt), firing a short-range continuous blast of super-chilled air and snow to slow down enemies (Cone of Cold), and creating a magical construct out of water to aid him in fighting (Water Elemental). Needless to say, even he can't keep it up forever, and will run out of mana quickly if kept in an extended fight.
Hidden 9 yrs ago Post by Raineh Daze
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Planning to join once I settle on an idea.
Hidden 9 yrs ago Post by Rin
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Working on a puppygirl knight. :O
Hidden 9 yrs ago Post by Lost Cause
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Got stuff on the drawing board but no idea what.
Hidden 9 yrs ago Post by VitaVitaAR
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@Scarifar: I forgot to mention that you should list their actual race in addition to sapient undead. Since that's more of a state of being than a race even if it is part of the playable race list.

As for the character himself, I'm a little confused as to why he has D&D spells? ^^;
Hidden 9 yrs ago Post by Scarifar
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@VitaVitaAR: I fixed it.

Also, I was kinda basing his magic (*coughcoughrippedoffcough*) from WoW. Even so, is that not allowed? According to the info you gave us, being a mage is hard, not Impossible.
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@Scarifar: Oh, no, being a mage is perfectly acceptable. I just thought I recognized those spells from somewhere.

I guess I'm not really sure why he's blue(since undead are probably more likely to just be really pale but hey could be something unique to him) and the "water elemental" should probably be a magical construct to avoid tapping into semi-divine beings given how some of the background stuff works, but aside from wanting you to give his spells a bit more unique names(effects can stay the same, that's fine) he works out just fine, eh-heh.

I will say not everyone dislikes sapient undead, but our resident paladin sure does even if she won't do anything to hurt them unless they do something that classifies them as "wicked undead" to her. After all, killing someone just because you dislike them is murder.
Hidden 9 yrs ago 9 yrs ago Post by IncredibleBee
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Name: Al Valkanos

Age: 21
Gender: Male
Race: Human
Class: Warrior

Appearance: Al's taller than average, with decent muscle tone, but his long body makes him look leaner. His hair is a messy, unkempt mop of muddy brown hair, and his facial features are surprisingly soft. Albeit, he's usually got a bruise or bandage marring them.
His dress style is pretty comfy; he mostly wears loose fitting traveler pants and untied boots, with a cotton shirt and dingy longcoat up top, with the sleeves rolled to his elbows for a can-do look. On his back he typically keeps one to four large greatswords, of varied make, kept in a sling. He made a necklace out of a a beast's fang, and wears it as a lucky charm.

Personality: Al is by all means a kind, well-meaning person, with an understanding of the importance of friendship. He just happens to have a wild streak, and that streak just happens to be rather good at hitting stuff really hard.
He's not so much caught up in a balance between right and wrong as he is between right and fun. This inevitably means he's often the first to dive into a dangerous area or do something stupid for fun.
Brief Backstory: Not much to see here. Al's a professional adventurer, taking oddjobs and slaying monsters to pay the rent.

Equipment: Al's weapon of choice is the greatsword, and he's currently carrying four of them. If one breaks or gets tossed, he has a handy backup. These particular ones are made of steel, but he's not picky when it comes to replacements.
Abilities: Al is strong - much stronger than his frame would even suggest; he can crumple metal with his fists, throw heavy objects, and lift big things. He's durable to boot- It's pretty common for enemies to take a sledgehammer to his face, because anything less probably won't phase him.
Naturally, his self-taught fighting style takes advantage of this, and focuses on Al throwing his momentum around to deliver maximum impact haymakers. Drop kicks are common, as are wild punches, suplexes, and throwing whatever's handy, up to and including the enemy. Additionally, Al carries around several greatswords, since he finds their length and mass are good for slinging around. Also he thinks they're cool.

Perhaps the biggest downside is that his muscle mass isn't proportional to his strength. A fighter with the same strength levels but more muscle mass, for example, has an easier time throwing Al than the other way around, and naturally has an easier time putting more force behind blows.
Hidden 9 yrs ago 9 yrs ago Post by Descartes
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Name: Sergeant Cristine Wykes
Age: 24
Gender: Female
Race: Human
Class: Cavalry-Woman
Appearance:

Though is seldom seen without her horse
Personality: A proud and disciplined knight serving the army of her beloved home country of Velt. She will gladly follow orders from high-ups and is more than capable of carrying out orders and giving commands. Less talkative, Cristine tends to only be loud while calling cadence. She seldom listens to music, and so spends a bulk of her time humming, humming military cadences. She refers to her comrades by their ranks, and civilians by either sir or ma'am. She is rarely seen outside of uniform. Cristine is also very invested in exercise, running three miles every morning. Naturally, she has some hardcore abs.
Brief Backstory: Cristine was born to a minor noble family in a small castle town which ran a mine. In the middle of nowhere, the town relied on trade to live. Their export of coal and precious metals was what made the town. Still, it was rarely prosperous. More focused on work, the townsfolk barely had time for celebration. The nobles, the house of Wykes, rarely threw public parties. Various problems lead to the downfall of house Wykes. The ore was running low, gas leaks escaped from the mines, and the town was under constant attack by various invaders. Cracking under pressure, the town collapsed first with a citizen riot, then an invasion. The only survivor was a young Cristine Wykes, who was found later by a knight sent by the king to investigate. At her young age, Cristine was unable to give any detailed information. Cristine later became a knight. She saw one battle as an enlisted soldier. Private Wykes was not so stellar, but she managed to take a few lives without ending up dead herself. Soon enough, she became Sergeant Wykes.
Equipment: A sword, a shield, a sword breaker, and a pocket knife. Her sword is forged of steel and about as long as her upper body. She uses a heater shield with her family crest on it. The Wykes family crest is a crescent moon shape with the open end facing up with two crossed swords in the middle. Under the moon is the family motto: SUA SPONTE.
Abilities: Strength, endurance, and speed which come from being a knight. She is also a capable horseman.
Hidden 9 yrs ago Post by VitaVitaAR
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@IncredibleBee: This doesn't seem bad, though I'm wondering if you had anything intended for why he's so much stronger than he appears? I mean, it's fine if he is, just curious if there's more behind it or not.

@Descartes: Absolutely not. Dwarves can't do magic, your spell list is completely absurd(I'm not expecting dour doom and gloom but seriously?) and broken, and I honestly see nothing acceptable here.
Hidden 9 yrs ago Post by IncredibleBee
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He did lots of push ups, sit ups, and squats, and drank whole milk.
Hidden 9 yrs ago Post by VitaVitaAR
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So it's just a matter of working out a lot then? I thought it might be something else since you put some emphasis on it.

Also, could you put a clear age in? It gives a clearer image of the character when you don't have a description or something in appearance about it.
Hidden 9 yrs ago Post by IncredibleBee
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Working out is important to maintaining a healthy body.

Also he's stronger than just his muscles would imply. I put emphasis on it for a reason.
Hidden 9 yrs ago Post by VitaVitaAR
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Okay, I can understand that. I was just curious if there was more to it or not. Anyway, he looks fine so he's accepted.
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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  • Name: Sophia Lemongrass
  • Age: 19
  • Gender: Female
  • Race: Harpy
  • Class: Nun
  • Appearance: Sophia's most obvious trait is that... well, she's got feathery wings, white flecked with grey rather than the normal darker tone. She is also small, even for a harpy, and it wouldn't be unfair to tell her to cut down on the sweets a bit. Her hair matches her feathers, and is far too long for someone with no hands to take care of it by themselves. As for what she wears: it was presumably patterned after a normal, red-and-gold (what other colours would you expect from a sun goddess?) habit, but it's been shortened a bit--and naturally, given its relatively simple construction aside from the trim, it has enormous arm holes.
    Predictably, Sophia's eyes are blue.
  • Personality: Having spent most of her time hanging around with books or doing religious things, Sophia is rather shy and not too good at socialising with people. She's got strong morals, however, and won't refuse to help someone in need. She's also an enormous glutton, and even manages to overcome her own race's tendency to not gain weight through the sheer amount she'll eat if able. Pretty good nun otherwise, though.
  • Brief Backstory: With her great-grandmother having been the last person in her family to live outside a city, Sophia's rather more civil than many harpies, and wouldn't ever have the first clue how to go about living in the mountains, though with all her recent male ancestors being Nem, she'd have a bit more luck at surviving in a desert. Oddly enough, despite their race, her mother and grandmother both worship Reon, and Sophia chose to join the church when she was younger.
    Given that dungeons are dangerous places, and she's a pretty skilled healer, she was sent out with someone she remembers from her schooldays on their current mission.
  • Equipment: In case her magic fails, Sophia has a normal first aid kit... not that she can use it at all, but it's still useful to have it around.
  • Abilities: Not just a nun, Sophia is something of a scholar, as well as being trained in various positive magics--particularly the art of healing, but also magical barriers that can act as an extra layer of armour, or temporarily letting someone push their body past its normal limits (though she insists that they let her fix things after the fight). She's pretty knowledgeable about theology and history.
    What she lacks is good survival skills, due to never having lived outside of civilisation. She also has a stubborn inability to acknowledge that she's actually pretty badly shortsighted. Which is an even bigger problem than normal when you can fly, since everything you can navigate by is kind of hard to see...
Hidden 9 yrs ago Post by Descartes
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Alright, I made the appropriate changes.
Hidden 9 yrs ago Post by VitaVitaAR
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@Descartes: Okay, I'll be honest and say that first bio made me kind of wary since it was so bizarre and unfitting. But... this is a marked improvement and seems like it fits the setting pretty well.

I'm still kind of wary, but I'll accept your bio.

@Raineh Daze: Accepted, as discussed.
Hidden 9 yrs ago 9 yrs ago Post by Descartes
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Descartes Give her the D

Member Seen 7 yrs ago

Cristine was built for low fantasy settings (which I rarely find that aren't 'lol game of thrones').

Also, what do you think is in the first aid kit? I'm betting it's candy.
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