@sakurasan That's much more normal, but the parents are still missing from a young age XD You've actually made me curious about my own character sheets at this point, I'm looking to see what's there.
EDIT: Here's some recent ones, if you want to look.
Personality: Unlike most dwarves, Gorun abides by many dwarvern traditions but understands those who either choose not to or follow different ones. Additionally, he is curious about other traditions and will also ask questions about them. He considers his sense of honor to be a major part of him, and is loyal to those who are loyal to him. He does respect rank, although he may grumble periodically about the order of things. He appreciates hard work and will not tolerate those who do not try.
He is talkative and cheerful most of the time, as he does not believe there is a point in silence. Politically, he appears to be something of a libertarian. He is quick to assign people to the friend or foe category, and will treat someone as if he has known them for years despite the time of their relationship.
Appearance: Short, Stout, and muscular, Gorun is the image of a dwarf. He appears to be about fifty, with some mild wrinkles going across his skin. His eyes are a dark gray, and when emotional the whites of his eyes will turn gold. Unlike most dwarves, he has a small tan indicating that he has spent some time on the surface. He sports a large beard, and all of his hair is a dark grey.
His house emblem is a gold double sided axe with grey beards extending from beneath the blades.
History: House Gravelbeard has historically belonged to the minor nobility within the capitol, using sons as either men-at-arms or minor supervisors of industry. Most Great Houses & Middle Houses are able to have their sons become squires at a young age and train one on one underneath the supervision of a knight. It is considered uncommon but not rare for a minor noble to be knighted for talent, as being a knight is something of skill, not blood.
Gravelbeard realized Gorun's talents in combat quickly, and sent him to military training at a young age. Originally hot-headed, angry, and ready for glory, Gorur learned about teamwork and the importance of respecting others as he trained with his peers. Like the rest, he followed orders to an incredible degree, believing that their military society would lead them to glory. He fought many battles and many friends died while trying to secure the deep roads for greater dwarvern expansion. However he countinued to serve with faith.
His House was eventually bankrupted and sent packing for a fortress on the most extreme outskirts of the kingdom, Lockstead. At this new place, humans and elves and many other creatures lived in a town outside the caverns where the dwarves slept. The area had a wealth of culture and initially Gorun was angry at it. Over time without realizing it he gained friends within the town. He married a halfling, Maruna. He continued to train and fight in minor skirmishes, and was eventually promoted from a man at arms to a knight after showing his skill individually in a difficult one. He was ecstatic. His questioning of dwarvern superiority left and he started to treat his non-dwarvern friends as inferior, including his wife.
Mid-Way through his abusive relationship, losing friends, and being a general ass a siege happened. The baron of the fortress ordered the doors closed to the rest of Lockstead, allowing all those outside to be killed. Gorun was stunned, shocked, and enraged at this action. Everyone could have been saved, but the baron did not care for the lives of the non-dwarvern people of Lockstead. Getting in a heated argument with the baron about this, the lord threatened Maruna and was killed in return.
After leading Lockstead to victory and taking the fortress for Gravelbeard, Gorun sent in a letter of resignation to the kingdom's administration and left with his wife for Sadia, leaving Lockstead in possession of his father, who banished Gorun for being dishonorable.
In Sadia Sir Gorun apprenticed beneath a Mapepo, Sirul, and learned the art of enchanting. After ten year's of peace the Dwarves sent for an assasin to kill Gorun and his wife. Sirul said Gorun was graduated and gave Gorun a pass to the free cities. Since then his wife has been in hiding and Gorun adventuring. Gorun has taken a squire, learned of a growing movement seeking to establish a constitutional monarchy within the dwarvern lands, and had three kids. The squire although not graduated tends to stick more within the free city affairs.
Martial Skills:
It is Dwarvern Tradition for knights to become experts in a short and long weapon, with an expectation of being decent with them all. Usually these weapons are axes and hammers.
Guardian This Dwarvern knight began his service as a man-at-arms of a greater house, often serving in shieldwalls. While many Dwarvern knights born in greater houses end up favoring the lighter round shield for one on one dueling, Gravelbeard learned the tower first and stuck with it even when knighted. Hitting Gorur behind his shield is considered an achievement even among knights. He tends to favor the hatchet for it's speed when using the shield. He prefers to draw fights out when fighting this, to tire his opponents and learn how they fight.
Reacher Gorun uses his halberd as his medium ranged weapon, allowing him to pound through most opponents defense with sheer force then stab or slice them. Useful for breaking through shield walls. He is an expert in this field.
Single Sword Gravelbeard is not an expert with the short-sword, although when fighting without a shield it is his small weapon of choice.
Legendary Conditioning Wearing armor twelve hours a day means swimming with it is normal. It is not uncommon for dwarvern knights to fall asleep on the ground in their well padded helmets. You get used to it.
Descent With Almost Everything Else He has a working knowledge of the mechanics of most weapons
Passive Skills:
Noble He can hold and act in almost all courts in the land, respecting the customs of others while not submitting to them.
Miner He is a dwarf.
Stonesense While not as good as expert miners, Gravelbeard has an incredible sense of direction while underground.
Scholar Studying enchanting forced Gorun to learn reading and enjoy it. While not a professional, he is somewhat well learned.
Magic Skills:
Legendary Enchanter What is known is that his armor can sustain a ridiculous number of blows before failing.
Inventory:
Belt Mythril Sword, Rope Coil, a few pouches for loose items, a mug sized and seemingly never ending keg.
Back Backpack with a pickaxe and hachet tied to it, containing larger items and a foot long portable hole with engravings.
Other Steel Plate armor with many engravings on the surface, along with a chain-mail hauberk beneath it to close the gaps.
Mount Steel Tower Shield (Featuring Hose Crest), Halberd, and tent. He ain't carrying that.
Other: He loves apple pie almost as much as he loves ale. Remember, he is a dwarf.
Bio
Count Salezenathor was born as the younger brother of the current Duke Ironclast of Hannover. Ironclast and Salezenathor were opposite in some ways: Ironclast preferred to fight close and be comfortable with the masses, while Salezenathor preferred to fight from a distance and only open up around smaller groups. For the reign of their sickly father however, they complemented each other in maintaining the house. They became better friends as they became worked more closely.
Their father, realizing his death was approaching, wrote in various gifts to each of his children. This included an Shardbow for Salezenathor and a magical sword for Ironclast.
When illness finally killed their father, the duchy went to Ironclast and some ducal lands went to Salezenathor as a county. For a while they remained friends, but then Ironclast got married and had a child, and then another one the next year. Realizing that while his brother remained, his second born would have no lands to inherit. Sal's brother, wanting to maintain his line as noble, started trying to get rid of Sal. After a few minor skirmishes within the duchy the Count left, naming Ironclasts second son regent and heir.
Salezenathor signed up with the Black Order, maintaining his title but losing the lands as a requirement. Ironclast's murderous intentions remained however as he thought Salezenathor was just being clever.
While accomplishing nothing extremely note-worthy, Sal has started building a reputation as an excellent marksman and a skilled politician. He has hunted in the evil woods for monsters of small to mid size as practice though, waiting to jump on the big game for when he as accurate with his bow as with his eye.
Age: 40
Fighting Style
Sal prefers to maintain a distance, shooting his arrows with great skill. If he has to he will use a simple knife on them.
Skills
Marksman: Salezenathor can shoot far and accurately, or mid distance and quickly depending on his bow.
Horseman: Salezenathor can ride like a knight, as comfortable on horseback as on foot.
Politician: While not able to speak to crowds, Sal is clever and in a conversation involving less than five people will get the better of the others.
Singer: Every camp needs a bard.
Sneaky: Although not a tracker, Sal can hide in the shadows.
Equipment
Icon. Rankoric Horses are bred for speed and intellect, moving faster and longer. Small in stature yet strong, they have one defining characteristic: they choose a person and stick with them. They will only obey commands from that person, will fight to defend them, and die for them if necessary. They also live to be as old as the person who rides them, usually dying no later than a year after they do (although sometimes they change to a close friend, making some live for stupidly long lengths of time). Icon chose Sal when Sal first left for the Order, in a way a sign from God that this was the right choice for him.
Boots of Silence: Make no noise as he walks.
Cloak of Weather Resistance: Anything natural has no effect on the wearer: a strong storm will not hit them, rain will not touch them, and ants will not bother them. Monsters and magic will still hit the wearer though.
Folding bow: A bow that folds at the middle in a unique manner, allowing Sal to carry it discretely in his cloak if necessary. Made to shoot quickly and at a mid range.
Shardbow: A bow of massive strength and size, it is theorized that from the Age of Gods this was a weapon that brought down deities. When drawn, it will never snap no matter the tension, and it seems to shoot exponentially harder the stronger it is pulled, meaning if something tugged the string REALLY hard...
(Note: For a human this will only be maybe twice to three times as strong as normal, so he won't be shooting a railgun)
Jester: A magical flute. Salezenathor is still trying to figure the damn thing out.
Capitol: Ehren
Northern City: Macht
Eastern City: Schwere
Southern City: Gewalt
Western City: Sulze
House Ehren
His Majesty, King Baldur the Good, 40, Sovereign, has maintained a good and stable reign. A warrior of renown and a good judge of men, although too passionate for his own good.
Her Majesty, Queen Consort Marina, 32, Wife, in love with Baldur and a former beauty.
His Royal Highness, Prince Wolfram the Third, 20, Son, wants to give Runvall economic and administrative reform
His Highness, Prince Franz the Second, 18, Son, wants to be an adventurer and fix the world's problems.
Her Highness, Princess Alicia, 18, Daughter, downright gorgeous and wants to get married. Twin of Alicia.
Her Highness, Princess Renate, 13, Daughter, precious gem of Baldur and still innocent.
His Highness, Prince Swen the Griffin, 35, Brother, wants to gain his own title and form an elite order even among the elite. Celibate.
People
Almost completely humans.
History
Runvall was originally a few independent farming towns out in the unclaimed wilderness. A thousand years ago, dragons and all sorts of mythical beasts started to show up out of no where and terrorize the villagers. Knights and adventurers came to the area, seeking to make a living by fixing the peasant's problems. Over time 5 major forts of operation were built to act as bases of operation in purging the lang of great beasts. Eventually merchants and other peasants started to build up cities around these areas and seek a profit by maintaining the forts. This built friendship and dependence on both sides of their relationship and the values that define Runvall to this day.
Generations passed and eventually the vast majority of the great beasts were driven out or slain, and there was much rejoicing. The question of "now what?" arose. The knights could go home, but after spending two hundred years purging the darkness of Runvall they realized Runvall was home. The knights could go conquer, but they were tired of fighting. So the knights stayed with their keeps and continued doing what they had always done - keeping the land clear of darkness, fighting bandits, or going off elsewhere and then coming back home with their paycheck. Eventually leaders for each of the forts were elected based on deeds, and the forts combined into Runvall.
Over time government developed, and due to the continuous state of peace the land developed into a healthy society where farmers could profit, knights could be just, and infrastructure could be developed. Recently however, a debt has hit the throne because of a drought that passed through the land. Taking out loans to support the peasant class and prevent mass starvation was worthwhile, but expensive.
Traditions & Culture
Defend those who cannot defend themselves! Triumph over those who wish to spread darkness! If we stay stalwart in our conviction, we will make this world good!
Military
The Runvall military is well equiped, trained, and motivated. While smaller than most armies, they can pack a punch if used with an ally. Alone, Runvall faces several difficulties.
The only peasants that fight with the Runvall army are the archery corp. While well equipped and somewhat trained, they are by no means re-known. About two thirds of the army in wartime is filled with longbow levies trained to shoot in volleys and provide support for the knights.
Everyone else who fights is a knight. They have a strong military tradition focused around chivalry, loyalty, and honor. Incredibly motivated by the Task, their morale is intense. This is the major feature of the Runvall military and is what makes it a pain in the neck to fight.
First, the knights have Rankorian horses. These horses, possibly spawned by magic, are difficult to compare to normal horses. They can carry heavy armor without a problem, can be aggressive, and can go incredibly fast.
The knights usually charge first with lances, capable of shattering all but the most elite heavy infantry. Then they fight with heater shields and longswords, using the horses and their maneuverability to their advantage. Killing a knight on one of these horses is a difficult task - the knight and horse are both wearing full plate armor to help deflect arrows.
When fully armored, it is difficult but possible for opposing light horsemen to be able to catch up to these heavy knights. However, you still have to kill these elites. Seriously don't bother running away. If necessary a horn will be sounded and the knights will return to get new lances and once again do an incredible charge.
Runvall also runs excellent supply caravans in peacetime, and that practice helps with wartime as well. The ability to keep troops well fed and watered is something Runvall is known for - many armies have to pillage the land they are in to sustain themselves, but the caravans of Runvall make that unnecessary for the knights. Overall, the knights make the Runvall military maneuverable, devastating, and quick to get around.
One of the reasons that Runvall is able to maintain off of caravans though is that the army is small. Compared to a nation of it's size, Runvall only has about 70% of their numbers. This helps keep coffers full and peasants from dying, but makes maintaining a drawn out battle somewhat of a challenge.
Additionally, the job of the knights is to defend the weak. That means not sending the weak in front of you as infantry as cannon-fodder. The Runvall infantry consists of knights whose horses have died on the field of battle and are forcing a fair fight from the ground.
Finally, Runvall has no experiences with siege warfare - this kingdom was made in peace, not conquest. While the castles and forts of the old orders are incredibly strong, offensively Runvall has no idea about what to do.
These weaknesses force Runvall to work with an ally to be able to hold ground or take land. Luckily, Runvall has a good reputation as an ally and can be depended upon for cavalry support.
Economy
Reputation
Known as honorable to a fault, a dependable ally in both peace and war, and a bit out of place in this world.
Appearance
While not wearing robes, Acamen appears to be flawless. That is not to say he is handsome, just to say that no blight or blemish or disfigurement has touched his body. Compared to most men, the white mage is smaller than his reputation, standing at a modest five-foot six and lean in build. However, that build is 145 pounds of pure muscle from his many years of traveling. His light olive skin indicates than he was initially from the south, but his recent travels up north have slowly drained away his native coloring. The white mages eyes and hair are both a brilliant gold, probably a result of an overuse of white magic.
Age: Fifty Six
Race: Human
Gender: Male
Rise to Power
Born into the peasantry, Acamen's was the son of a brewer. Acamen could be said to be part of the middle class, so being friends with some of the more well-off children was not uncommon.
The future white mage had been childhood friends with Maruna, the daughter of the local baronet. As they approached the early teenage years the two started to become more romantic and the baronet split them apart upon being informed that they had been holding hands and kissing. Despite the possibility of being executed, Acamen walked straight up to the lord's manor and accused him of being unfair. After all, this was true love. The local baronet, sympathetic to Acamen, stated that the reality of the world was that Acamen was the son of a high quality brewer while Maruna was nobility. The lady had already received a marriage offer from a thirty-something year old knight who had taken lands in a recent war.
Acamen stated that Maruna wouldn't be happy with the knight, which the baronet agreed to. So the baronet made an offer; if Acamen could prove himself more manly and bring along a larger dowry than the knight could offer, Acamen could take Maruna's hand in marriage. Acamen vowed he would be back by the end of the week. The future mage immediately went to the tavern his mother ran, the village laughing at the young man.
Acamen returned with five times the knights drowry at the end of the week. The baronet, surprised, asked how Acamen acquired so much gold. Upon summoning a golden staff of light engraved in draconic runes, it became clear that Acamen had defeated the dragon god of light. The baronet was glad to allow Acamen to join hands with his daughter. The village threw a party for them, singing praises to their new hero.
Two years later Acamen broke up with Maruna because she had become a bitch. Her reputation as the hero's girl made her gradually become insufferable. Acamen, wanting to avoid the fallout, left home at sixteen to explore the world.
The white mage immediately met up with an angel, also named Maruna, and after much confusion started traveling with her. Over time, they defeated the dragon gods of water, fire, and darkness. They acquired artifacts from each of them along with a ridiculous amount of wealth, on the sole condition that Acamen never explained to anyone how the pair defeated the dragon gods. The angel, although initially annoyed that Acamen had defeated one of her gods, eventually grew to appreciate the young man. Maruna started to cook the mage dinner, sing him songs, and take care of him.
Ten years had passed, and the angel eventually gave up and simply asked the white mage what their relationship was. The white mage blinked, assuming they were just good friends, and she was simply being nice to him because she was an angel. After some violence and a little convincing, they were married. Acamen was twenty seven.
Years passed and the pair took down many beasts, great and small. They fought in the Schattenwald over the years. They healed the wounded. They cured great kings of ailments no other could. Eventually they had a child. After raising her for ten years the pair returned to adventuring, stepping up their game. Partially wanting to impress the other and partially wanting to impress their daughter, the parents would head into more and more dangerous quests. Their reputation grew. After confronting an entire undead army together in Schattenwald, Maruna died in Acamen's hands. The forty four year old mage ended his career on the spot.
Combat Skills
Acamen is a masterful white mage. Not just a simple healer, Acamen is adept at calling upon both his own strength and those in the heavens to smite those who stand before him. He can enhance allies endurance, allowing them to fight longer. He can cast heavenly chains upon those who he wants to capture or who are moving too damn much for him to be able to cast a major spell on. He can temporarily allow himself to fly, granting him a bird's eye's view of the battlefield. These are just a few examples of his white magic.
The Exemplar also has learned the spear well, but most of his strength is because of the weapon itself and not natural talent.
Hobbies
Brewing - Sometimes, Acamen wants to experience the nostalgia of his home town.
Singing - Having learned it from his wife, this is one of the things Acamen learned from her over time. He sometimes does it while he fights.
Games - Want to play tafl? Acamen will be your player.
Melee fighting - While having little talent in the area and incapable of acquiring divinity, Acamen has always enjoyed the tales of knights.
Reading - He is a Magician and therefore gathering knowledge is essential.
Your Gear
The Brilliant Gold - While normally a staff, the points can join together at the top to form a spear. This staff enhances white magic and is the sign that Acamen defeated the dragon god of light. He holds this weapon dear.
The Purity - The robes Acamen wear give him resistance against mind altering affects and combined with the small amount of armour beneath grant him protection against melee attacks. Somehow, they seem to weigh only a few pounds. Formally worn by an archangel, the dragon god of darkness granted these to Acamen
The Crusafix - A holy cross enhancing his abilities to call upon the heavens, this formerly belonged to Maruna. He holds it sacred.
The Crimson Flame - The legendary sword of fire granted by the fire dragon god. Having never actually used it, Acamen is looking to give it away.
Your retinue
Thirty Golden Lances - Heavily armored and riding white horses, these Paladins are loyal to Acamen after his deeds in the name of the dragon god. Many of these men were personally trained by Acamen.
Ezekala - Named after her grandmother, Ezekala is Acamens twenty five year old daughter. An angel, she wears her mother's robes and wields her sword. She has a special hatred for darkness and is somewhat immature (she is mentally sixteen due to being an angel). However, she is incredibly strong.
Retirement
Acamen's twelve year retirement rotated between his parent's tavern and the tower that he and Maruna lived in. At his parent's tavern he focused on raising his daughter and enjoying himself. The white mage learned to brew and how to run a buisness, and enjoyed life in a more casual manner. He remet with Maruna, and found out that she was happy with her marriage to the knight. After catching up, they rekindled their friendship. Maruna is somewhat of a mother figure to Ezekala, and advises her on life.
At his tower, the white mage continues to study and trains his daughter along with the next generation of Paladins and Lightcallers. Regarded as one of the best teachers, many of his former students are excited to see him in action and are eager to travel to the north.
It is rumored that sometimes he visits the dragon gods he defeats, but that is not certain.
Your family
With both his parents still alive (mostly due to being around a healing bulb) and his daughter, Acamen has his family that he loves. Many of his students are like children, and will visit him from time to time in order to tell him of their accomplishments.
Age: 47
Human (Faucher)
Station: Former Sergeant of the Guard, now gambler.
Sensory Insanity
Burnell has the power to manipulate very large groups of sentient peoples sensory experiences, allowing him to effectively create extremely realistic illusions. Unfortunately, it doesn't work on animals or the mentally unstable, usually making them aggressive towards Burnell. Additionally, it takes great effort to cast it individually, making guard dogs very, very annoying.
Deep Pockets
Guildamars also has the power to store a virutlally infinite amount of items in his pockets. The more items to put in, the harder they become to 'find'. However, the more pockets he has the more 'entrances' he has to his pocket realm. Right now, it takes him between three and ten seconds to draw any item, depending on what he is looking for. The only downside is he can't use any pockets normally, making pickpocketing just another way to enter his own inventory.
Probability
Guildamars is able to manipulate luck, although changing it requires some luck, forethought, and preperation. Without proper care, Burnell has realized he can get very, very sick for trying to change the luck in a gambling match, much less a battle. With proper care, he has stood in front of a shower of arrows and not get hit. Additionally, he is capable somewhat of detecting the probabilty of success in a proposed plan of action, although not the outcome.
Mireille Aigle
Not the princess sort of pretty, she is extremely attractive but still approachable. Old enough to be considered but young enough to be in her prime, she appears to be about twenty. With a few freckles and some cuteness, she knows how to exploit the hearts of men and understands how others view her. A master of stealth and cleverness, she is capable of transforming into a bluebird and gathering information from above. The only appearance of this in human form are strands of blue hair mixed blended into her black mane. Bound to Burnell's soul, she always knows his location and therefore is able to tease him eternally.
Following the 195 pounds of muscle moving Burnell's 5'10'' frame is a thick black cloak trimmed in blue. While a bit taller than average, Burnell remains approachable in both conversationally and visually. First approaching him one would notice the absurd amound of pouches this man has, possibly taking him for a peddler. His belt is completely lined in them, and fine needlework reveals they won't be going anywhere soon. The inside of his cloak has some very long ones, and his pants have probably fifteen pockets total.
Subtle laugh lines would next draw one's eyes to his lightly tanned skin worn from travels and cheerful green eyes and curly brown hair. A conversation quickly reveals that while this man won't force his knowledge on you, he is more than willing to deliver more than you ever asked for. Burnell's slight frown at his companion's teasing is an obvious lie, and he secretly enjoys the comfort and companionship that such casual conversation reinforces.
If meeting him in the tavern, he seems to be a daredevil, willing to make ridiculous bets. If on the road, he travels more cautiously than most, reinforcing that no amount of money is worth one's joy.
Blessed by a god that loves trickery and cleverness, and despises authority and tyranny, Guildamars would be a beacon of freedom for the oppressed if he made any claim for it.
Childhood
Son of an adventuring couple, Guildamars grew up on the streets of the majestic city of Villeroi. With some depotism, he was allowed to act as he beating pole for many a noble child. While not on the path of knighthood, Burnell managed to see many different attitudes reguarding combat. In his early adolecence he trained with the city guard, and joined when he turned fifteen.
The new guard was enthusiastic about upholding the king's justice. When not patrolling the streets or looking over the walls, Guildamars could be found at a tavern with his co-workers enjoying some ale and spending a constant trickle of funds on card games with both friends and strangers. However, no woman managed to capture his heart and Burnell was enthusiastic about his work, always looking to take on extra hours and do more than his fair share to keep the streets safe. His hard work was noted and the nineteen year old was promoted to sergeant.
Evidence
A few years passed with the usual workflow, although eventually Burnell was assigned to a rather high end case. Knowing of his loyalty to the crown, the Captain of the Guard assigned Burnell to personally investigate the robbery of a chailice owned by the crown. They suggested that he start his investigation with a noblewoman only three years younger than himself. He searched for weeks, looking for anything that could be used to damn the woman. Overtime began to stress the young man out as he was unable to find any sort of evidence that could be used to convict her.
Eventually the Captain pulled the Sergeant into the closet and heavily implied that there certainly was evidence. Burnell discovered the real reason for her investigation was due to the noblelady's activities with the princess. While legal due to a recent king's reign, such activities were considered taboo. The nobleladies activities were an embarressment among the nobility and the crown was being mocked. Disgusted and seeking to uphold the justice the king sought, the sergeant delivered damning evidence to the courthouses. The fabricated evidence resulted in a guilty sentence for the noblewoman.
The nineteen year old girl watched his green eyes as the sergeant drove the spear into the noble's heart. The King smiled. The crowd cheered. The girl anguished. The Gods watched.
Cursed
Two years passed as Guildamars did more questionable work. The sergeant grew closer to the king. Riches were involved. The king's justice was upheld.
Morcar noticed the lack of guilt in the young man. What the king called neccessary evil is what the god defined as authoritarian tyranny.
A knock on the door revealed the noblewoman on his doorstep, smiling innocently at him. The only change was small strands of blue hair, but her eyes were the same. Terrified, he stabbed her again, and hid the body. A week passed, and she arrived once more. He forcibly tore off her clothes, and noticed the stab was gone. He stabbed her again, blood spraying while she screamed.
He started to see her on the streets, on top of roofs, purchasing from the same merchant in the market, cooking his food. More stabbing. His work slowly crumbled as he couldn't sleep. It took him three months to admit to himself that he was guilty, and that the tyranny of the king was unjust. The sergeant resigned his position and left the city, and the absolute monarch was not overly pleased with that.
Travels
While turning around, Burnell could still see the girl trailing him. After a week of silence, the former sergeant finally spun around and begged for forgiveness, offering his life as penance for his crimes. The girl looked at him confused, not understanding. The two began to travel together, and overtime he realized his powers and the source of them.
Many small adventures, frequent visits to taverns for gambling, and the pair's assistance in small rebellions against tyrinical lords later, Burnell still wonders if this unaging girl knew what he did to her, and how many of those stabs were simply illusions from Morcar.
Currently
With the world crumbling around him, Morcar knows it is his duty to help keep as many people free from the demon's wrath as possible, even if that means turning to a lesser evil. Seeking to aid others, Burnell walks. He doesn't know his part, his role in the story of these troubled times, but only that he seeks to aid those he can.
Nicknames/Titles: 'Phoenix' is probably the most commonly used. Has been mistaken for many existent gods, called an angel, and the inspiration for some non-existent deities.
Age: When asked about her age, Iravis probably responds with fire in her eyes, her voice rising in volume. "I have received offerings, laughed at Christ's resurrection, turned Latium to ashes, been a companion to Charlemagne in his conquests, and led Tancred over the walls of Jerusalem. I have lived over four thousand years, and am a goddess worthy of worship!"
But her eyes drift downwards after that explanation, her voice suddenly quiet. If she trusts you, she might continue. "I've lived in a cage, a curiosity. Now I've practically become a pet. The most violent thing I've done recently is set fire to the curtains. I just turned seventeen years old..."
Gender: Female
Race: Phoenix
Sexuality: "As a bird, I've always found eagles strangely attractive!"
Year: N/A
Powers:
Contritio: Inferno
As a bird of flame, in most of her lives Iravis has been gifted with the ability to wield and manipulate fire. Although able to target an individual, her spells are most useful as an area-of-effect sort of attack. Additionally, the more fire that surrounds her, the stronger she is. This means that fighting in a city grants her an exponential power curve as she burns more of it down.
Medela: Lacrima
As in the legends, the Phoenix is renown for her legendary power of healing. Not only can she never truly die, but her tears are capable of great healing. She has never figured out how she respawns, but her dreams are only memories of previous lives.
Strengths: Both of her magic has extremely high potential in both human and bird form. Very few have been able to surpass her, and around age 300 she reaches a nearly unstoppable peak of strength. Additionally, it is very hard to actually burn her.
Weaknesses: Both of her magics are also uncontrollable. If angry, surrounding fires will begin to rise uncontrollably. Her tears of healing can be taken through beatings, allowing her worst enemies to heal from her power. While around 135 she is able to control her full mana at will, but up until then it usually leads to disaster.
Catalyst: She is awaiting an offering from a mortal.
Inventory: Typically whatever she has been offered.
Master: N/A
Squad Name: N/A
Personality: Being praised as a goddess in her dreams, Iravis sometimes forgets that she isn't one. Her mood often depends on what she remembered the night before, leading to a strange randomness where she experiences happiness, sadness, horniness, fear, and all the other emotions throughout the day as she copes with the memories. Iravivs' sarcasm is legendary, largely due to the fact that death is really, really meaningless for her. Although in this life she tends towards being weak and submissive, some days she is extremely confrontational and argues with dragons.
Backstory: Born some time before 2000 BC, an Egyptian girl entered an argument with a man who claimed he was a god. Turns out the man actually was Ra, Egyptian bird God of the Sun. As punishment, she was cursed with the inability to die. Her memories rarely go back this far, so she knows very little about her initial life as a human.
Appearing many times in history, she has always favored the Greeks and the Egyptians. But as with humans, she always follows the one she loves first. Her death usually is caused by her love one way or another in the end, but the Phoenix never got angry about it. She believes a few times she has actually approached her ex-lover in the next life and had nice conversations. Henry VIII had her three times, which she thinks is the currently held record.
In this life, for her youngest years she was held captive by a group of corrupt mages, literally having the tears beat out of her. Kept in a room, she was taught about language, math, history and many other things by her captors. Iravis never figured out who was benefiting from her healing magic, and never could figure out why her captors didn't throw her in a literal cage.
Eventually, a group of mages from Liseranna rescued her and brought her to the place she calls home now...
EDIT: Here's some recent ones, if you want to look.
Sir Gorun of House Gravelbeard
I gain strength by obtaining freedom from my God
Gender: Male
Race: Dwarf
Personality: Unlike most dwarves, Gorun abides by many dwarvern traditions but understands those who either choose not to or follow different ones. Additionally, he is curious about other traditions and will also ask questions about them. He considers his sense of honor to be a major part of him, and is loyal to those who are loyal to him. He does respect rank, although he may grumble periodically about the order of things. He appreciates hard work and will not tolerate those who do not try.
He is talkative and cheerful most of the time, as he does not believe there is a point in silence. Politically, he appears to be something of a libertarian. He is quick to assign people to the friend or foe category, and will treat someone as if he has known them for years despite the time of their relationship.
Appearance: Short, Stout, and muscular, Gorun is the image of a dwarf. He appears to be about fifty, with some mild wrinkles going across his skin. His eyes are a dark gray, and when emotional the whites of his eyes will turn gold. Unlike most dwarves, he has a small tan indicating that he has spent some time on the surface. He sports a large beard, and all of his hair is a dark grey.
His house emblem is a gold double sided axe with grey beards extending from beneath the blades.
History: House Gravelbeard has historically belonged to the minor nobility within the capitol, using sons as either men-at-arms or minor supervisors of industry. Most Great Houses & Middle Houses are able to have their sons become squires at a young age and train one on one underneath the supervision of a knight. It is considered uncommon but not rare for a minor noble to be knighted for talent, as being a knight is something of skill, not blood.
Gravelbeard realized Gorun's talents in combat quickly, and sent him to military training at a young age. Originally hot-headed, angry, and ready for glory, Gorur learned about teamwork and the importance of respecting others as he trained with his peers. Like the rest, he followed orders to an incredible degree, believing that their military society would lead them to glory. He fought many battles and many friends died while trying to secure the deep roads for greater dwarvern expansion. However he countinued to serve with faith.
His House was eventually bankrupted and sent packing for a fortress on the most extreme outskirts of the kingdom, Lockstead. At this new place, humans and elves and many other creatures lived in a town outside the caverns where the dwarves slept. The area had a wealth of culture and initially Gorun was angry at it. Over time without realizing it he gained friends within the town. He married a halfling, Maruna. He continued to train and fight in minor skirmishes, and was eventually promoted from a man at arms to a knight after showing his skill individually in a difficult one. He was ecstatic. His questioning of dwarvern superiority left and he started to treat his non-dwarvern friends as inferior, including his wife.
Mid-Way through his abusive relationship, losing friends, and being a general ass a siege happened. The baron of the fortress ordered the doors closed to the rest of Lockstead, allowing all those outside to be killed. Gorun was stunned, shocked, and enraged at this action. Everyone could have been saved, but the baron did not care for the lives of the non-dwarvern people of Lockstead. Getting in a heated argument with the baron about this, the lord threatened Maruna and was killed in return.
After leading Lockstead to victory and taking the fortress for Gravelbeard, Gorun sent in a letter of resignation to the kingdom's administration and left with his wife for Sadia, leaving Lockstead in possession of his father, who banished Gorun for being dishonorable.
In Sadia Sir Gorun apprenticed beneath a Mapepo, Sirul, and learned the art of enchanting. After ten year's of peace the Dwarves sent for an assasin to kill Gorun and his wife. Sirul said Gorun was graduated and gave Gorun a pass to the free cities. Since then his wife has been in hiding and Gorun adventuring. Gorun has taken a squire, learned of a growing movement seeking to establish a constitutional monarchy within the dwarvern lands, and had three kids. The squire although not graduated tends to stick more within the free city affairs.
Martial Skills:
It is Dwarvern Tradition for knights to become experts in a short and long weapon, with an expectation of being decent with them all. Usually these weapons are axes and hammers.
Guardian This Dwarvern knight began his service as a man-at-arms of a greater house, often serving in shieldwalls. While many Dwarvern knights born in greater houses end up favoring the lighter round shield for one on one dueling, Gravelbeard learned the tower first and stuck with it even when knighted. Hitting Gorur behind his shield is considered an achievement even among knights. He tends to favor the hatchet for it's speed when using the shield. He prefers to draw fights out when fighting this, to tire his opponents and learn how they fight.
Reacher Gorun uses his halberd as his medium ranged weapon, allowing him to pound through most opponents defense with sheer force then stab or slice them. Useful for breaking through shield walls. He is an expert in this field.
Single Sword Gravelbeard is not an expert with the short-sword, although when fighting without a shield it is his small weapon of choice.
Legendary Conditioning Wearing armor twelve hours a day means swimming with it is normal. It is not uncommon for dwarvern knights to fall asleep on the ground in their well padded helmets. You get used to it.
Descent With Almost Everything Else He has a working knowledge of the mechanics of most weapons
Passive Skills:
Noble He can hold and act in almost all courts in the land, respecting the customs of others while not submitting to them.
Miner He is a dwarf.
Stonesense While not as good as expert miners, Gravelbeard has an incredible sense of direction while underground.
Scholar Studying enchanting forced Gorun to learn reading and enjoy it. While not a professional, he is somewhat well learned.
Magic Skills:
Legendary Enchanter What is known is that his armor can sustain a ridiculous number of blows before failing.
Lustro, the gold coin of flame: Engraved with many symbols, it gathers heat around it for several days until ordered to release energy. Several commands can release different amounts of built up heat, between starting a fire, boiling some coffee, or using it's full strength as a 'grenade'. It can take quite a while for it to recharge however, unless placed into a furnace or other heating mechanism.
Inventory:
Belt Mythril Sword, Rope Coil, a few pouches for loose items, a mug sized and seemingly never ending keg.
Back Backpack with a pickaxe and hachet tied to it, containing larger items and a foot long portable hole with engravings.
Other Steel Plate armor with many engravings on the surface, along with a chain-mail hauberk beneath it to close the gaps.
Mount Steel Tower Shield (Featuring Hose Crest), Halberd, and tent. He ain't carrying that.
Other: He loves apple pie almost as much as he loves ale. Remember, he is a dwarf.
Count Salezenathor of Hesse, Vassal of Talos, Sworn to the Black Order
Bio
Count Salezenathor was born as the younger brother of the current Duke Ironclast of Hannover. Ironclast and Salezenathor were opposite in some ways: Ironclast preferred to fight close and be comfortable with the masses, while Salezenathor preferred to fight from a distance and only open up around smaller groups. For the reign of their sickly father however, they complemented each other in maintaining the house. They became better friends as they became worked more closely.
Their father, realizing his death was approaching, wrote in various gifts to each of his children. This included an Shardbow for Salezenathor and a magical sword for Ironclast.
When illness finally killed their father, the duchy went to Ironclast and some ducal lands went to Salezenathor as a county. For a while they remained friends, but then Ironclast got married and had a child, and then another one the next year. Realizing that while his brother remained, his second born would have no lands to inherit. Sal's brother, wanting to maintain his line as noble, started trying to get rid of Sal. After a few minor skirmishes within the duchy the Count left, naming Ironclasts second son regent and heir.
Salezenathor signed up with the Black Order, maintaining his title but losing the lands as a requirement. Ironclast's murderous intentions remained however as he thought Salezenathor was just being clever.
While accomplishing nothing extremely note-worthy, Sal has started building a reputation as an excellent marksman and a skilled politician. He has hunted in the evil woods for monsters of small to mid size as practice though, waiting to jump on the big game for when he as accurate with his bow as with his eye.
Age: 40
Fighting Style
Sal prefers to maintain a distance, shooting his arrows with great skill. If he has to he will use a simple knife on them.
Skills
Marksman: Salezenathor can shoot far and accurately, or mid distance and quickly depending on his bow.
Horseman: Salezenathor can ride like a knight, as comfortable on horseback as on foot.
Politician: While not able to speak to crowds, Sal is clever and in a conversation involving less than five people will get the better of the others.
Singer: Every camp needs a bard.
Sneaky: Although not a tracker, Sal can hide in the shadows.
Equipment
Icon. Rankoric Horses are bred for speed and intellect, moving faster and longer. Small in stature yet strong, they have one defining characteristic: they choose a person and stick with them. They will only obey commands from that person, will fight to defend them, and die for them if necessary. They also live to be as old as the person who rides them, usually dying no later than a year after they do (although sometimes they change to a close friend, making some live for stupidly long lengths of time). Icon chose Sal when Sal first left for the Order, in a way a sign from God that this was the right choice for him.
Boots of Silence: Make no noise as he walks.
Cloak of Weather Resistance: Anything natural has no effect on the wearer: a strong storm will not hit them, rain will not touch them, and ants will not bother them. Monsters and magic will still hit the wearer though.
Folding bow: A bow that folds at the middle in a unique manner, allowing Sal to carry it discretely in his cloak if necessary. Made to shoot quickly and at a mid range.
Shardbow: A bow of massive strength and size, it is theorized that from the Age of Gods this was a weapon that brought down deities. When drawn, it will never snap no matter the tension, and it seems to shoot exponentially harder the stronger it is pulled, meaning if something tugged the string REALLY hard...
(Note: For a human this will only be maybe twice to three times as strong as normal, so he won't be shooting a railgun)
Jester: A magical flute. Salezenathor is still trying to figure the damn thing out.
The Honorable Kingdom of Runvall
Capitol: Ehren
Northern City: Macht
Eastern City: Schwere
Southern City: Gewalt
Western City: Sulze
House Ehren
His Majesty, King Baldur the Good, 40, Sovereign, has maintained a good and stable reign. A warrior of renown and a good judge of men, although too passionate for his own good.
Her Majesty, Queen Consort Marina, 32, Wife, in love with Baldur and a former beauty.
His Royal Highness, Prince Wolfram the Third, 20, Son, wants to give Runvall economic and administrative reform
His Highness, Prince Franz the Second, 18, Son, wants to be an adventurer and fix the world's problems.
Her Highness, Princess Alicia, 18, Daughter, downright gorgeous and wants to get married. Twin of Alicia.
Her Highness, Princess Renate, 13, Daughter, precious gem of Baldur and still innocent.
His Highness, Prince Swen the Griffin, 35, Brother, wants to gain his own title and form an elite order even among the elite. Celibate.
People
Almost completely humans.
Everyone loves me, but I am honorable to a fault.
I have tons of elite heavy knights, a large amount of decent archers, but no infantry.
My realm is well developed, but I am decentralized.
Kingdom 6
Clean Streets
Fair Law
Beloved By the People
Friends with the Nobles
Honorable Folk
Developed Infrastructure
Military 8
Jousting lords
Trained troops
Heavy Armor
Show of War
Good Equipment
Awe-inspiring fortifications
Knights +1- The elite portion of Runvall's military is much larger than the elite portion of other nations without any loss to their quality.
Rankorian Breed +1- the horses of Runvall are exceptionally intelligent, unnaturally fast, and incredibly strong.
Economic 2
Caravans
Agriculture
Downfalls +8
Terrible Boats
Infantry? +2 - Although Knights can fight reasonably on the ground, Runvall will not levy peasantry into infantry regiments. (They can be archers however) This can make holding ground after seizing it... rather a challenge.
Decentralized +1 - Starting the game each city is controlled by a vassal (so I have 4) constituting about 60% of realm power. However there are good relations.
Defender of the Weak +1 - Runvall is all about honor, and I will take a hit to stability if I don't help defend weaker nations against predatory larger ones. However, this doesn't require me to change sides mid-war.
Small Army +1- My total army size is about 70% of a similarly sized nation.
Siege? +1 - It could hurt innocents! Of course we won't!
I have tons of elite heavy knights, a large amount of decent archers, but no infantry.
My realm is well developed, but I am decentralized.
Kingdom 6
Clean Streets
Fair Law
Beloved By the People
Friends with the Nobles
Honorable Folk
Developed Infrastructure
Military 8
Jousting lords
Trained troops
Heavy Armor
Show of War
Good Equipment
Awe-inspiring fortifications
Knights +1- The elite portion of Runvall's military is much larger than the elite portion of other nations without any loss to their quality.
Rankorian Breed +1- the horses of Runvall are exceptionally intelligent, unnaturally fast, and incredibly strong.
Economic 2
Caravans
Agriculture
Downfalls +8
Terrible Boats
Infantry? +2 - Although Knights can fight reasonably on the ground, Runvall will not levy peasantry into infantry regiments. (They can be archers however) This can make holding ground after seizing it... rather a challenge.
Decentralized +1 - Starting the game each city is controlled by a vassal (so I have 4) constituting about 60% of realm power. However there are good relations.
Defender of the Weak +1 - Runvall is all about honor, and I will take a hit to stability if I don't help defend weaker nations against predatory larger ones. However, this doesn't require me to change sides mid-war.
Small Army +1- My total army size is about 70% of a similarly sized nation.
Siege? +1 - It could hurt innocents! Of course we won't!
History
Runvall was originally a few independent farming towns out in the unclaimed wilderness. A thousand years ago, dragons and all sorts of mythical beasts started to show up out of no where and terrorize the villagers. Knights and adventurers came to the area, seeking to make a living by fixing the peasant's problems. Over time 5 major forts of operation were built to act as bases of operation in purging the lang of great beasts. Eventually merchants and other peasants started to build up cities around these areas and seek a profit by maintaining the forts. This built friendship and dependence on both sides of their relationship and the values that define Runvall to this day.
Generations passed and eventually the vast majority of the great beasts were driven out or slain, and there was much rejoicing. The question of "now what?" arose. The knights could go home, but after spending two hundred years purging the darkness of Runvall they realized Runvall was home. The knights could go conquer, but they were tired of fighting. So the knights stayed with their keeps and continued doing what they had always done - keeping the land clear of darkness, fighting bandits, or going off elsewhere and then coming back home with their paycheck. Eventually leaders for each of the forts were elected based on deeds, and the forts combined into Runvall.
Over time government developed, and due to the continuous state of peace the land developed into a healthy society where farmers could profit, knights could be just, and infrastructure could be developed. Recently however, a debt has hit the throne because of a drought that passed through the land. Taking out loans to support the peasant class and prevent mass starvation was worthwhile, but expensive.
Traditions & Culture
Defend those who cannot defend themselves! Triumph over those who wish to spread darkness! If we stay stalwart in our conviction, we will make this world good!
Military
The Runvall military is well equiped, trained, and motivated. While smaller than most armies, they can pack a punch if used with an ally. Alone, Runvall faces several difficulties.
The only peasants that fight with the Runvall army are the archery corp. While well equipped and somewhat trained, they are by no means re-known. About two thirds of the army in wartime is filled with longbow levies trained to shoot in volleys and provide support for the knights.
Everyone else who fights is a knight. They have a strong military tradition focused around chivalry, loyalty, and honor. Incredibly motivated by the Task, their morale is intense. This is the major feature of the Runvall military and is what makes it a pain in the neck to fight.
First, the knights have Rankorian horses. These horses, possibly spawned by magic, are difficult to compare to normal horses. They can carry heavy armor without a problem, can be aggressive, and can go incredibly fast.
Length: 6'6"
Weight: 1300lb
Lifespan: 30 years
Walk: 4mph
Trot: 12mph
Canter: 15mph
Gallop: 30mph
Sprint: 50mph
Weight: 1300lb
Lifespan: 30 years
Walk: 4mph
Trot: 12mph
Canter: 15mph
Gallop: 30mph
Sprint: 50mph
Length: 7'
Weight: 1600lb
Lifespan: 50 years
Walk: 6mph
Trot: 15mph
Canter: 20mph
Gallop: 40mph
Sprint: 70mph
Weight: 1600lb
Lifespan: 50 years
Walk: 6mph
Trot: 15mph
Canter: 20mph
Gallop: 40mph
Sprint: 70mph
The knights usually charge first with lances, capable of shattering all but the most elite heavy infantry. Then they fight with heater shields and longswords, using the horses and their maneuverability to their advantage. Killing a knight on one of these horses is a difficult task - the knight and horse are both wearing full plate armor to help deflect arrows.
When fully armored, it is difficult but possible for opposing light horsemen to be able to catch up to these heavy knights. However, you still have to kill these elites. Seriously don't bother running away. If necessary a horn will be sounded and the knights will return to get new lances and once again do an incredible charge.
Runvall also runs excellent supply caravans in peacetime, and that practice helps with wartime as well. The ability to keep troops well fed and watered is something Runvall is known for - many armies have to pillage the land they are in to sustain themselves, but the caravans of Runvall make that unnecessary for the knights. Overall, the knights make the Runvall military maneuverable, devastating, and quick to get around.
One of the reasons that Runvall is able to maintain off of caravans though is that the army is small. Compared to a nation of it's size, Runvall only has about 70% of their numbers. This helps keep coffers full and peasants from dying, but makes maintaining a drawn out battle somewhat of a challenge.
Additionally, the job of the knights is to defend the weak. That means not sending the weak in front of you as infantry as cannon-fodder. The Runvall infantry consists of knights whose horses have died on the field of battle and are forcing a fair fight from the ground.
Finally, Runvall has no experiences with siege warfare - this kingdom was made in peace, not conquest. While the castles and forts of the old orders are incredibly strong, offensively Runvall has no idea about what to do.
These weaknesses force Runvall to work with an ally to be able to hold ground or take land. Luckily, Runvall has a good reputation as an ally and can be depended upon for cavalry support.
Economy
Reputation
Known as honorable to a fault, a dependable ally in both peace and war, and a bit out of place in this world.
Examplar of the Brilliant Gold
Acamen Hopsfield
Human White MageAppearance
While not wearing robes, Acamen appears to be flawless. That is not to say he is handsome, just to say that no blight or blemish or disfigurement has touched his body. Compared to most men, the white mage is smaller than his reputation, standing at a modest five-foot six and lean in build. However, that build is 145 pounds of pure muscle from his many years of traveling. His light olive skin indicates than he was initially from the south, but his recent travels up north have slowly drained away his native coloring. The white mages eyes and hair are both a brilliant gold, probably a result of an overuse of white magic.
Age: Fifty Six
Race: Human
Gender: Male
Rise to Power
Born into the peasantry, Acamen's was the son of a brewer. Acamen could be said to be part of the middle class, so being friends with some of the more well-off children was not uncommon.
The future white mage had been childhood friends with Maruna, the daughter of the local baronet. As they approached the early teenage years the two started to become more romantic and the baronet split them apart upon being informed that they had been holding hands and kissing. Despite the possibility of being executed, Acamen walked straight up to the lord's manor and accused him of being unfair. After all, this was true love. The local baronet, sympathetic to Acamen, stated that the reality of the world was that Acamen was the son of a high quality brewer while Maruna was nobility. The lady had already received a marriage offer from a thirty-something year old knight who had taken lands in a recent war.
Acamen stated that Maruna wouldn't be happy with the knight, which the baronet agreed to. So the baronet made an offer; if Acamen could prove himself more manly and bring along a larger dowry than the knight could offer, Acamen could take Maruna's hand in marriage. Acamen vowed he would be back by the end of the week. The future mage immediately went to the tavern his mother ran, the village laughing at the young man.
Acamen returned with five times the knights drowry at the end of the week. The baronet, surprised, asked how Acamen acquired so much gold. Upon summoning a golden staff of light engraved in draconic runes, it became clear that Acamen had defeated the dragon god of light. The baronet was glad to allow Acamen to join hands with his daughter. The village threw a party for them, singing praises to their new hero.
Two years later Acamen broke up with Maruna because she had become a bitch. Her reputation as the hero's girl made her gradually become insufferable. Acamen, wanting to avoid the fallout, left home at sixteen to explore the world.
The white mage immediately met up with an angel, also named Maruna, and after much confusion started traveling with her. Over time, they defeated the dragon gods of water, fire, and darkness. They acquired artifacts from each of them along with a ridiculous amount of wealth, on the sole condition that Acamen never explained to anyone how the pair defeated the dragon gods. The angel, although initially annoyed that Acamen had defeated one of her gods, eventually grew to appreciate the young man. Maruna started to cook the mage dinner, sing him songs, and take care of him.
Ten years had passed, and the angel eventually gave up and simply asked the white mage what their relationship was. The white mage blinked, assuming they were just good friends, and she was simply being nice to him because she was an angel. After some violence and a little convincing, they were married. Acamen was twenty seven.
Years passed and the pair took down many beasts, great and small. They fought in the Schattenwald over the years. They healed the wounded. They cured great kings of ailments no other could. Eventually they had a child. After raising her for ten years the pair returned to adventuring, stepping up their game. Partially wanting to impress the other and partially wanting to impress their daughter, the parents would head into more and more dangerous quests. Their reputation grew. After confronting an entire undead army together in Schattenwald, Maruna died in Acamen's hands. The forty four year old mage ended his career on the spot.
Combat Skills
Acamen is a masterful white mage. Not just a simple healer, Acamen is adept at calling upon both his own strength and those in the heavens to smite those who stand before him. He can enhance allies endurance, allowing them to fight longer. He can cast heavenly chains upon those who he wants to capture or who are moving too damn much for him to be able to cast a major spell on. He can temporarily allow himself to fly, granting him a bird's eye's view of the battlefield. These are just a few examples of his white magic.
The Exemplar also has learned the spear well, but most of his strength is because of the weapon itself and not natural talent.
Hobbies
Brewing - Sometimes, Acamen wants to experience the nostalgia of his home town.
Singing - Having learned it from his wife, this is one of the things Acamen learned from her over time. He sometimes does it while he fights.
Games - Want to play tafl? Acamen will be your player.
Melee fighting - While having little talent in the area and incapable of acquiring divinity, Acamen has always enjoyed the tales of knights.
Reading - He is a Magician and therefore gathering knowledge is essential.
Your Gear
The Brilliant Gold - While normally a staff, the points can join together at the top to form a spear. This staff enhances white magic and is the sign that Acamen defeated the dragon god of light. He holds this weapon dear.
The Purity - The robes Acamen wear give him resistance against mind altering affects and combined with the small amount of armour beneath grant him protection against melee attacks. Somehow, they seem to weigh only a few pounds. Formally worn by an archangel, the dragon god of darkness granted these to Acamen
The Crusafix - A holy cross enhancing his abilities to call upon the heavens, this formerly belonged to Maruna. He holds it sacred.
The Crimson Flame - The legendary sword of fire granted by the fire dragon god. Having never actually used it, Acamen is looking to give it away.
Your retinue
Thirty Golden Lances - Heavily armored and riding white horses, these Paladins are loyal to Acamen after his deeds in the name of the dragon god. Many of these men were personally trained by Acamen.
Ezekala - Named after her grandmother, Ezekala is Acamens twenty five year old daughter. An angel, she wears her mother's robes and wields her sword. She has a special hatred for darkness and is somewhat immature (she is mentally sixteen due to being an angel). However, she is incredibly strong.
Retirement
Acamen's twelve year retirement rotated between his parent's tavern and the tower that he and Maruna lived in. At his parent's tavern he focused on raising his daughter and enjoying himself. The white mage learned to brew and how to run a buisness, and enjoyed life in a more casual manner. He remet with Maruna, and found out that she was happy with her marriage to the knight. After catching up, they rekindled their friendship. Maruna is somewhat of a mother figure to Ezekala, and advises her on life.
At his tower, the white mage continues to study and trains his daughter along with the next generation of Paladins and Lightcallers. Regarded as one of the best teachers, many of his former students are excited to see him in action and are eager to travel to the north.
It is rumored that sometimes he visits the dragon gods he defeats, but that is not certain.
Your family
With both his parents still alive (mostly due to being around a healing bulb) and his daughter, Acamen has his family that he loves. Many of his students are like children, and will visit him from time to time in order to tell him of their accomplishments.
Burnell Guildamars
Age: 47
Human (Faucher)
Station: Former Sergeant of the Guard, now gambler.
Powers
"Blessed" by Morcar, Burnell isn't sure weather or not he enjoys or hates his powers.Sensory Insanity
Burnell has the power to manipulate very large groups of sentient peoples sensory experiences, allowing him to effectively create extremely realistic illusions. Unfortunately, it doesn't work on animals or the mentally unstable, usually making them aggressive towards Burnell. Additionally, it takes great effort to cast it individually, making guard dogs very, very annoying.
Deep Pockets
Guildamars also has the power to store a virutlally infinite amount of items in his pockets. The more items to put in, the harder they become to 'find'. However, the more pockets he has the more 'entrances' he has to his pocket realm. Right now, it takes him between three and ten seconds to draw any item, depending on what he is looking for. The only downside is he can't use any pockets normally, making pickpocketing just another way to enter his own inventory.
Probability
Guildamars is able to manipulate luck, although changing it requires some luck, forethought, and preperation. Without proper care, Burnell has realized he can get very, very sick for trying to change the luck in a gambling match, much less a battle. With proper care, he has stood in front of a shower of arrows and not get hit. Additionally, he is capable somewhat of detecting the probabilty of success in a proposed plan of action, although not the outcome.
Mireille Aigle
Not the princess sort of pretty, she is extremely attractive but still approachable. Old enough to be considered but young enough to be in her prime, she appears to be about twenty. With a few freckles and some cuteness, she knows how to exploit the hearts of men and understands how others view her. A master of stealth and cleverness, she is capable of transforming into a bluebird and gathering information from above. The only appearance of this in human form are strands of blue hair mixed blended into her black mane. Bound to Burnell's soul, she always knows his location and therefore is able to tease him eternally.
Description
Following the 195 pounds of muscle moving Burnell's 5'10'' frame is a thick black cloak trimmed in blue. While a bit taller than average, Burnell remains approachable in both conversationally and visually. First approaching him one would notice the absurd amound of pouches this man has, possibly taking him for a peddler. His belt is completely lined in them, and fine needlework reveals they won't be going anywhere soon. The inside of his cloak has some very long ones, and his pants have probably fifteen pockets total.
Subtle laugh lines would next draw one's eyes to his lightly tanned skin worn from travels and cheerful green eyes and curly brown hair. A conversation quickly reveals that while this man won't force his knowledge on you, he is more than willing to deliver more than you ever asked for. Burnell's slight frown at his companion's teasing is an obvious lie, and he secretly enjoys the comfort and companionship that such casual conversation reinforces.
If meeting him in the tavern, he seems to be a daredevil, willing to make ridiculous bets. If on the road, he travels more cautiously than most, reinforcing that no amount of money is worth one's joy.
Biography
Blessed by a god that loves trickery and cleverness, and despises authority and tyranny, Guildamars would be a beacon of freedom for the oppressed if he made any claim for it.
Childhood
Son of an adventuring couple, Guildamars grew up on the streets of the majestic city of Villeroi. With some depotism, he was allowed to act as he beating pole for many a noble child. While not on the path of knighthood, Burnell managed to see many different attitudes reguarding combat. In his early adolecence he trained with the city guard, and joined when he turned fifteen.
The new guard was enthusiastic about upholding the king's justice. When not patrolling the streets or looking over the walls, Guildamars could be found at a tavern with his co-workers enjoying some ale and spending a constant trickle of funds on card games with both friends and strangers. However, no woman managed to capture his heart and Burnell was enthusiastic about his work, always looking to take on extra hours and do more than his fair share to keep the streets safe. His hard work was noted and the nineteen year old was promoted to sergeant.
Evidence
A few years passed with the usual workflow, although eventually Burnell was assigned to a rather high end case. Knowing of his loyalty to the crown, the Captain of the Guard assigned Burnell to personally investigate the robbery of a chailice owned by the crown. They suggested that he start his investigation with a noblewoman only three years younger than himself. He searched for weeks, looking for anything that could be used to damn the woman. Overtime began to stress the young man out as he was unable to find any sort of evidence that could be used to convict her.
Eventually the Captain pulled the Sergeant into the closet and heavily implied that there certainly was evidence. Burnell discovered the real reason for her investigation was due to the noblelady's activities with the princess. While legal due to a recent king's reign, such activities were considered taboo. The nobleladies activities were an embarressment among the nobility and the crown was being mocked. Disgusted and seeking to uphold the justice the king sought, the sergeant delivered damning evidence to the courthouses. The fabricated evidence resulted in a guilty sentence for the noblewoman.
The nineteen year old girl watched his green eyes as the sergeant drove the spear into the noble's heart. The King smiled. The crowd cheered. The girl anguished. The Gods watched.
Cursed
Two years passed as Guildamars did more questionable work. The sergeant grew closer to the king. Riches were involved. The king's justice was upheld.
Morcar noticed the lack of guilt in the young man. What the king called neccessary evil is what the god defined as authoritarian tyranny.
A knock on the door revealed the noblewoman on his doorstep, smiling innocently at him. The only change was small strands of blue hair, but her eyes were the same. Terrified, he stabbed her again, and hid the body. A week passed, and she arrived once more. He forcibly tore off her clothes, and noticed the stab was gone. He stabbed her again, blood spraying while she screamed.
He started to see her on the streets, on top of roofs, purchasing from the same merchant in the market, cooking his food. More stabbing. His work slowly crumbled as he couldn't sleep. It took him three months to admit to himself that he was guilty, and that the tyranny of the king was unjust. The sergeant resigned his position and left the city, and the absolute monarch was not overly pleased with that.
Travels
While turning around, Burnell could still see the girl trailing him. After a week of silence, the former sergeant finally spun around and begged for forgiveness, offering his life as penance for his crimes. The girl looked at him confused, not understanding. The two began to travel together, and overtime he realized his powers and the source of them.
Many small adventures, frequent visits to taverns for gambling, and the pair's assistance in small rebellions against tyrinical lords later, Burnell still wonders if this unaging girl knew what he did to her, and how many of those stabs were simply illusions from Morcar.
Currently
With the world crumbling around him, Morcar knows it is his duty to help keep as many people free from the demon's wrath as possible, even if that means turning to a lesser evil. Seeking to aid others, Burnell walks. He doesn't know his part, his role in the story of these troubled times, but only that he seeks to aid those he can.
Iravis Ustrina
"Never wake me up. Especially if the house is on fire."
Nicknames/Titles: 'Phoenix' is probably the most commonly used. Has been mistaken for many existent gods, called an angel, and the inspiration for some non-existent deities.
Age: When asked about her age, Iravis probably responds with fire in her eyes, her voice rising in volume. "I have received offerings, laughed at Christ's resurrection, turned Latium to ashes, been a companion to Charlemagne in his conquests, and led Tancred over the walls of Jerusalem. I have lived over four thousand years, and am a goddess worthy of worship!"
But her eyes drift downwards after that explanation, her voice suddenly quiet. If she trusts you, she might continue. "I've lived in a cage, a curiosity. Now I've practically become a pet. The most violent thing I've done recently is set fire to the curtains. I just turned seventeen years old..."
Gender: Female
Race: Phoenix
Sexuality: "As a bird, I've always found eagles strangely attractive!"
Year: N/A
Powers:
Contritio: Inferno
As a bird of flame, in most of her lives Iravis has been gifted with the ability to wield and manipulate fire. Although able to target an individual, her spells are most useful as an area-of-effect sort of attack. Additionally, the more fire that surrounds her, the stronger she is. This means that fighting in a city grants her an exponential power curve as she burns more of it down.
Medela: Lacrima
As in the legends, the Phoenix is renown for her legendary power of healing. Not only can she never truly die, but her tears are capable of great healing. She has never figured out how she respawns, but her dreams are only memories of previous lives.
Strengths: Both of her magic has extremely high potential in both human and bird form. Very few have been able to surpass her, and around age 300 she reaches a nearly unstoppable peak of strength. Additionally, it is very hard to actually burn her.
Weaknesses: Both of her magics are also uncontrollable. If angry, surrounding fires will begin to rise uncontrollably. Her tears of healing can be taken through beatings, allowing her worst enemies to heal from her power. While around 135 she is able to control her full mana at will, but up until then it usually leads to disaster.
Catalyst: She is awaiting an offering from a mortal.
Inventory: Typically whatever she has been offered.
Master: N/A
Squad Name: N/A
Personality: Being praised as a goddess in her dreams, Iravis sometimes forgets that she isn't one. Her mood often depends on what she remembered the night before, leading to a strange randomness where she experiences happiness, sadness, horniness, fear, and all the other emotions throughout the day as she copes with the memories. Iravivs' sarcasm is legendary, largely due to the fact that death is really, really meaningless for her. Although in this life she tends towards being weak and submissive, some days she is extremely confrontational and argues with dragons.
Backstory: Born some time before 2000 BC, an Egyptian girl entered an argument with a man who claimed he was a god. Turns out the man actually was Ra, Egyptian bird God of the Sun. As punishment, she was cursed with the inability to die. Her memories rarely go back this far, so she knows very little about her initial life as a human.
Appearing many times in history, she has always favored the Greeks and the Egyptians. But as with humans, she always follows the one she loves first. Her death usually is caused by her love one way or another in the end, but the Phoenix never got angry about it. She believes a few times she has actually approached her ex-lover in the next life and had nice conversations. Henry VIII had her three times, which she thinks is the currently held record.
In this life, for her youngest years she was held captive by a group of corrupt mages, literally having the tears beat out of her. Kept in a room, she was taught about language, math, history and many other things by her captors. Iravis never figured out who was benefiting from her healing magic, and never could figure out why her captors didn't throw her in a literal cage.
Eventually, a group of mages from Liseranna rescued her and brought her to the place she calls home now...