Personality: Dru'marish is the quiet type, preferring not to speak much. He also seems to move rather slowly, and deliberately, not often deigning to even run when in town, or with others. He also keeps himself hidden from the world, covering himself with a heavy cloak, barely letting a glimpse of his scaled snout, or gloved hand show through. He especially prefers to work alone. Weapons: Dru'marish holds a number of weapons under his cloak. Seemingly too much for any single person. Skills/Magic: It is rumored that this warrior fights with the fury and strength of three men, that he is skilled with bow, blade, and even holy magic. Few have seen him in battle and lived to tell the tale. History: A figure shrouded in mystery, Dru'marish appeared one day, on the outskirts of civilization, offering services as a bounty hunter and evil slayer. Though at first they were skeptical of the secretive warrior, whenever Dru'marish returned, the townsfolk found him having slain yet more beasts and bandits. Soon he was moved on to bigger and better things, fighting undead, monsters, and even the forces of the dark lord. It was not long before he garnered the attention of those who hand banded together to combat the dark lord. Other: If it's not obvious, get the joke.
Name:Yikk Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: Yikk is the eldest of three brothers (by three minutes), and as such, wants to be the most responsible of the three. He tries to look after his brothers while keeping his faith, but tends toward meekness, and timidity. Still, he will hold his own in battle when he needs to, and when he's fighting with his brothers, he can even act with courage. Weapons: -Holy symbol of Storms: A small talisman, representing Yikk's adoptive gods. It allows him to channel their divine power. -Mace: The standard weapon of any cleric. Barely used. Skills/Magic:
-Cure wounds: Yikk reaches out to a comrade, and wounds and sickness are washed away. By his touch, Yikk can cure most ailments and damages, but he must remain in physical contact with his healing target. This spell however, cannot stop the most devastating and fatal of wounds -Healing words: Holding his holy symbol aloft, Yikk proclaims the word of his gods, and heals his allies in a close area. While not as powerful as cure wounds, it allows him to heal multiple targets quickly, and for less health. -Turn undead: Yikk's holy magic is a natural counter to all but the strongest undead, and upon casting, his symbol gives off a holy light that can obliterate the weakest types of undead, and turns away the stronger undead. All but the strongest undead will be forced away from Yikk with holy light. -Guiding light: Yikk turns to his gods for guidance, that they might reveal the way. When he prays, he can receive signs from his gods to guide him and his brothers on the path their gods wish them to walk. -Revival: The final magic taught to him. Through extreme expenditure of his own energy and faith in the House of Storms, Yikk can bring back an ally from the brink of death. This covers the fatal wounds even 'Cure wounds' could not heal, but even the most powerful holy magic cannot bring back the dead. Only used in the most dire of circumstances.
History: Shared history to be written below. Other: The torso
Name: Yukk the Barbarian Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: Yukk is the supposed middle child of the trio, as well as the strongest and most aggressive. He took to the teachings of the dwarven gods the least, and is mostly looking for the next fight. At his brothers' chiding, he tries to make sure he fights the right people. Despite this, he's raring for a fight with whatever he can next get his hands on, the only thing truly safe from his wrath is Yikk and Yakk. Weapons: -Battle axe: A heavy steel battle axe, blunted and chipped with constant use, it still serves as an applicable battering weapon. -Daggers and stabbers: An assortment of other stabbing, cutting, and clubbing implements attached to Yukk's belt, in various states of disrepair and use. -Re-fitted armor: Heavy dwarven armor, loosely re-fitted to be worn by a kobold. Provides ample protection for Yukk's violent lifestyle. Skills/Magic: Combat rage: Yukk is the closest a kobold gets to being a berserker, and can fly into a battle rage when the fight gets into full swing. He hefts his heavy axe with ease seemingly impossible for his diminutive stature, and whirls across the battlefield like a dervish. History: Shared history to be written below. Other: The legs
Name: Yakk the Bard Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: The youngest, and most charming of the kobold brothers, Yakk is a bard by calling and trade. He has a tendency toward immaturity and ribald humor, though he is almost always in good spirits as a result. Weapons: -Crossbow: A simple weapon, that allows Yakk to provide support to Yukk while he engages, or protect Yikk if need be. -Hurdy gurdy: Stringed instrument, played by the turning of a hand crank and pressing keys, allows Yakk to sing dwarven songs of battle valor and glory, as well as kobold songs of safety and rest. Skills/Magic:
-Bardic song: Yakk can infuse his song with magic power, allowing it to affect the world. Tales and poems of heroes and war invigorate and strengthen allies in battle, while songs of rest and peace can ease aches and troubles. -Vicious mockery: Slipping magic in between needling taunts, Yakk can confuse and enrage enemies. This can make them lose focus, act rashly, or perhaps even change targets in frustration, leaving themselves open to attack. Such a spell, of course doesn't work on those who can't hear, or are not intelligent, such as undead.
-Song and dance: Yakk has a song or story for near every occasion, a surprisingly sweet voice for a kobold, and cannot wait to share them when he can. While not magically infused, they can still rouse a heart to courage, or help fellows to sleep. -Silver tongue: Yakk is an accomplished liar and charlatan, allowing him first and foremost to keep up the charade of Dru'marish. Other: The head.
Deep below a quiet, coastal mountain, there lies a tiny underground hold. A town very uncommon, with only a few dozen like it throughout aeos. The deep hold of Burnie plays home to what should be most hated enemies. It is a town of Dwarves and Kobolds. Burnie has served as home to the two species for countless aeons, since the time before the invasion. So old is this town, that it is near forgotten by the world, the secret of its existence shared by a select few deep delvers and adventurers. It is in this town that a trio of brothers, Yikk, Yakk, and Yukk were born. Their mother lost to illness, the clutch was adopted by the local cleric, Storrim, and hatched in a temple of dwarven gods. The firstborn, Yikk, became the favorite of the cleric, and fell under his wing from a young age. Despite his species, Yikk was adopted under the protection of the House of Storms, and the gods of the dwarves became his own. Yukk was merely bored with the tutorings of the cleric, and instead would run off to the caves, to swing sticks and rocks and the bugs and spiders in the dark. Yakk, youngest and kindest, spent all the time he could in bars and taverns, hiding under tables and chairs to hear the songs and stories of the bards who worked at such establishments. Yakk became enamored with tales of the world about the world above, of heroes, monsters, and all the myriad species that lived on the surface. He would share the stories with his brothers, and the trio became inspired to quest to the world above, and become heroes; Yakk to be like the stories he loved so, Yukk to find more and bigger enemies to fight and bash, and Yikk merely to look after the pair. The kobolds lived restlessly until they neared adulthood, and announced their plans to their dwarven parent. Despite his initial trepidation, Storrim could not stop his kobolds once they reached adulthood, and instead decided to prepare them properly for the surface world. He began teaching Yikk his own healing magic, and how to truly appeal to the gods, while he found a more reputable bard to teach Yakk, and finally left Yukk under the tutelage of the captain of the guard. Each one equipped with knowledge, skill, and the proper equipment, the brothers were set on a path to the surface. They promised to return heroes. The trip to the surface was arduous, taking near a week of climbing and hiking until they finally broke from the earth, and caught their first glimpse of moonlight. Yikk, Yakk, and Yukk were out, and ready to save the world. However, their first attempt went horribly, upon presenting themselves to the strange village full of tall dwarves, they were chased away by a mob of townspeople. It was then that Yakk devised a plan. If these tall dwarves did not like kobolds, they could make themselves look like tall dwarves. Some stolen garments and cloaks made an excellent disguise, and they strode into town unnoticed. His plan did not work as Yakk intended, the humans, as he learned they were called, took the trio not as another human, but as some kind of tall kobold called a dragonborn. While they were suspicious, the humans did not react with hate. The trio accepted this, and made their way now as Dru'marish, the Dragonborn Hero.
Personality: Dru'marish is the quiet type, preferring not to speak much. He also seems to move rather slowly, and deliberately, not often deigning to even run when in town, or with others. He also keeps himself hidden from the world, covering himself with a heavy cloak, barely letting a glimpse of his scaled snout, or gloved hand show through. He especially prefers to work alone. Weapons: Dru'marish holds a number of weapons under his cloak. Seemingly too much for any single person. Skills/Magic: It is rumored that this warrior fights with the fury and strength of three men, that he is skilled with bow, blade, and even holy magic. Few have seen him in battle and lived to tell the tale. History: A figure shrouded in mystery, Dru'marish appeared one day, on the outskirts of civilization, offering services as a bounty hunter and evil slayer. Though at first they were skeptical of the secretive warrior, whenever Dru'marish returned, the townsfolk found him having slain yet more beasts and bandits. Soon he was moved on to bigger and better things, fighting undead, monsters, and even the forces of the dark lord. It was not long before he garnered the attention of those who hand banded together to combat the dark lord. Other: If it's not obvious, get the joke.
Name:Yikk Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: Yikk is the eldest of three brothers (by three minutes), and as such, wants to be the most responsible of the three. He tries to look after his brothers while keeping his faith, but tends toward meekness, and timidity. Still, he will hold his own in battle when he needs to, and when he's fighting with his brothers, he can even act with courage. Weapons: -Holy symbol of Storms: A small talisman, representing Yikk's adoptive gods. It allows him to channel their divine power. -Mace: The standard weapon of any cleric. Barely used. Skills/Magic:
-Cure wounds: Yikk reaches out to a comrade, and wounds and sickness are washed away. By his touch, Yikk can cure most ailments and damages, but he must remain in physical contact with his healing target. This spell however, cannot stop the most devastating and fatal of wounds -Healing words: Holding his holy symbol aloft, Yikk proclaims the word of his gods, and heals his allies in a close area. While not as powerful as cure wounds, it allows him to heal multiple targets quickly, and for less health. -Turn undead: Yikk's holy magic is a natural counter to all but the strongest undead, and upon casting, his symbol gives off a holy light that can obliterate the weakest types of undead, and turns away the stronger undead. All but the strongest undead will be forced away from Yikk with holy light. -Guiding light: Yikk turns to his gods for guidance, that they might reveal the way. When he prays, he can receive signs from his gods to guide him and his brothers on the path their gods wish them to walk. -Revival: The final magic taught to him. Through extreme expenditure of his own energy and faith in the House of Storms, Yikk can bring back an ally from the brink of death. This covers the fatal wounds even 'Cure wounds' could not heal, but even the most powerful holy magic cannot bring back the dead. Only used in the most dire of circumstances.
History: Shared history to be written below. Other: The torso
Name: Yukk the Barbarian Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: Yukk is the supposed middle child of the trio, as well as the strongest and most aggressive. He took to the teachings of the dwarven gods the least, and is mostly looking for the next fight. At his brothers' chiding, he tries to make sure he fights the right people. Despite this, he's raring for a fight with whatever he can next get his hands on, the only thing truly safe from his wrath is Yikk and Yakk. Weapons: -Battle axe: A heavy steel battle axe, blunted and chipped with constant use, it still serves as an applicable battering weapon. -Daggers and stabbers: An assortment of other stabbing, cutting, and clubbing implements attached to Yukk's belt, in various states of disrepair and use. -Re-fitted armor: Heavy dwarven armor, loosely re-fitted to be worn by a kobold. Provides ample protection for Yukk's violent lifestyle. Skills/Magic: Combat rage: Yukk is the closest a kobold gets to being a berserker, and can fly into a battle rage when the fight gets into full swing. He hefts his heavy axe with ease seemingly impossible for his diminutive stature, and whirls across the battlefield like a dervish. History: Shared history to be written below. Other: The legs
Name: Yakk the Bard Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: The youngest, and most charming of the kobold brothers, Yakk is a bard by calling and trade. He has a tendency toward immaturity and ribald humor, though he is almost always in good spirits as a result. Weapons: -Bow and arrow: A simple weapon, that allows Yakk to provide support to Yukk while he engages, or protect Yikk if need be. -Hurdy gurdy: Stringed instrument, played by the turning of a hand crank and pressing keys, allows Yakk to sing dwarven songs of battle valor and glory, as well as kobold songs of safety and rest. Skills/Magic:
-Bardic song: Yakk can infuse his song with magic power, allowing it to affect the world. Tales and poems of heroes and war invigorate and strengthen allies in battle, while songs of rest and peace can ease aches and troubles. -Vicious mockery: Slipping magic in between needling taunts, Yakk can confuse and enrage enemies. This can make them lose focus, act rashly, or perhaps even change targets in frustration, leaving themselves open to attack. Such a spell, of course doesn't work on those who can't hear, or are not intelligent, such as undead.
-Song and dance: Yakk has a song or story for near every occasion, a surprisingly sweet voice for a kobold, and cannot wait to share them when he can. While not magically infused, they can still rouse a heart to courage, or help fellows to sleep. -Silver tongue: Yakk is an accomplished liar and charlatan, allowing him first and foremost to keep up the charade of Dru'marish. Other: The head.
Deep below a quiet, coastal mountain, there lies a tiny underground hold. A town very uncommon, with only a few dozen like it throughout aeos. The deep hold of Burnie plays home to what should be most hated enemies. It is a town of Dwarves and Kobolds. Burnie has served as home to the two species for countless aeons, since the time before the invasion. So old is this town, that it is near forgotten by the world, the secret of its existence shared by a select few deep delvers and adventurers. It is in this town that a trio of brothers, Yikk, Yakk, and Yukk were born. Their mother lost to illness, the clutch was adopted by the local cleric, Storrim, and hatched in a temple of dwarven gods. The firstborn, Yikk, became the favorite of the cleric, and fell under his wing from a young age. Despite his species, Yikk was adopted under the protection of the House of Storms, and the gods of the dwarves became his own. Yukk was merely bored with the tutorings of the cleric, and instead would run off to the caves, to swing sticks and rocks and the bugs and spiders in the dark. Yakk, youngest and kindest, spent all the time he could in bars and taverns, hiding under tables and chairs to hear the songs and stories of the bards who worked at such establishments. Yakk became enamored with tales of the world about the world above, of heroes, monsters, and all the myriad species that lived on the surface. He would share the stories with his brothers, and the trio became inspired to quest to the world above, and become heroes; Yakk to be like the stories he loved so, Yukk to find more and bigger enemies to fight and bash, and Yikk merely to look after the pair. The kobolds lived restlessly until they neared adulthood, and announced their plans to their dwarven parent. Despite his initial trepidation, Storrim could not stop his kobolds once they reached adulthood, and instead decided to prepare them properly for the surface world. He began teaching Yikk his own healing magic, and how to truly appeal to the gods, while he found a more reputable bard to teach Yakk, and finally left Yukk under the tutelage of the captain of the guard. Each one equipped with knowledge, skill, and the proper equipment, the brothers were set on a path to the surface. They promised to return heroes. The trip to the surface was arduous, taking near a week of climbing and hiking until they finally broke from the earth, and caught their first glimpse of moonlight. Yikk, Yakk, and Yukk were out, and ready to save the world. However, their first attempt went horribly, upon presenting themselves to the strange village full of tall dwarves, they were chased away by a mob of townspeople. It was then that Yakk devised a plan. If these tall dwarves did not like kobolds, they could make themselves look like tall dwarves. Some stolen garments and cloaks made an excellent disguise, and they strode into town unnoticed. His plan did not work as Yakk intended, the humans, as he learned they were called, took the trio not as another human, but as some kind of tall kobold called a dragonborn. While they were suspicious, the humans did not react with hate. The trio accepted this, and made their way now as Dru'marish, the Dragonborn Hero.
Murdell scowled, flicking the tip of his blade through the micro-storm hovering over his head, to no effect. He grunted, sheathed his sword, and dropped down near the fire, half drenched, half scorched. He took the sweet from Mara, looking it over before dropping it in the fire. "I was going to outsmart it. Then I caught on fire." Murdell sighed, looking back up the road toward the drake, which eyed them both with unmasked, animal hatred.
"Fine. Make me fireproof. We'll take the damned thing's head." Murdell stood, reloading his crossbow as he did so. "I'm Murdell."
Name: Caractacus Dool Titles: None Age: 24 Gender: Male Race: Human Appearance:
Personality:A stammering, stuttering mess of a man, Caractacus has trouble in dealing with the living. He is nervous and self-doubting in the utmost when around anything but the dead. Being around him creates a sense of mistrust, as though there was something sinister about him. Weapons: -Staff: A simple tool in the spellcaster's arsenal, this staff lets Caractacus focus his magical energy, to better cast spells. -Dagger: A small steel dagger, for last resorts only. Skills/Magic:
-Summon undead: Caractacus can summon lesser undead creatures, such as skeletons or zombies, and command them for a period of 24 hours before they disintegrate. -Bolster undead: For a short period of time, Caractacus can increase the strength, speed, and dexterity of any undead creature under his control. -Speak with dead: Caractacus communicates with a recently deceased individual. This individual is not actually alive, but merely the corpse relaying whatever information it may have known in life. The memory of the dead are fleeting, however, and only the recently dead could provide coherent information. Anything dead over a week would know nothing, and even after a day, all but the most important aspects of a beings life are lost. -False life: Using death magic, Caractacus can extend the life of any living creature through pain and wounds. This spell allows anything he casts it on to continue living past what would normally kill someone. The spell cannot sustain a living being through injuries that totally destroy the body, or decapitations, and all wounds sustained will have to be healed before the spell ends or the subject of the spell will still suffer the effects of the wounds they've taken. As he sustains the spell, Caractacus feeds the targets life force with his own. -Magic missile: A tool in nearly every wizard's arsenal, Caractacus produces a trio of magical darts, which he flings at his opponents. While not particularly powerful, they do not consume a lot of energy, and are easy to cast. -Destroy undead: In addition to creating and empowering undead, Caractacus can reach out to other undead and weaken or destroy the magic that animates them. This spell will instantly kill lesser undead, but the stronger an undead is, the more time and energy Caractacus must expend to destroy it. -Death grip: His most powerful spell, Caractacus summons a spectral fist, encasing his foe in it to wither their life away. It kills living things quickly, but it requires heavy concentration, and is extremely draining. It has no effect on undead, or other constructs such as golems.
-Undead Identification: Caractacus is familiar with most types of undead creatures that can be encountered, with a working knowledge of how to use them as allies, and destroy them as enemies.
History: Caractacus was always sickly and unwell, even in his youth. He was born to poor peasant farmers, under the rule of the dark lord. However, in his adolescence, Caractacus was discovered to have an affinity for death magic, a boon in the land of the dark lord, and he was shipped off to become a necromancer in the army of the empire. The training was cruel and failure was not tolerated. It was only by natural talent that Caractacus escaped the harshest punishments that surely would have killed him. Still, his time earning the rank of necromancer was painful and destructive to his psyche, and his opinion of all living things was shattered through the cruelty of his living instructors. Only the dead understood him. Only the dead protected him.
Caractacus's life was soon to change, however, as he was mustered out into the army of the dark lord to do battle with one of the remaining free kingdoms. The column was routed by a band of heroes and their guerrilla forces. Caractacus was taken, wounded but not killed. He awaited his death at the hand of his enemy, but instead, an offer of mercy came. In exchange for freedom and his life, Caractacus could swear himself instead to fight for freedom from the dark lord. Caractacus, seeing no other way out, took the offer, and while he does not trust his newfound allies, and they surely do not trust a necromancer such as him, he holds no love for the empire, and at least now, he has a chance.
Murdell grunted, unimpressed. "Quite the display you put on. It was almost bothered." He looked at her, sooty but undamaged. Probably some form of magic. He sighed, magic did not make for a good Hunter, but being fireproof didn't seem like a bad thing when facing the drake. "Just stay here, I'll deal with the damn thing." Murdell marched up the hill toward the drake, which eyed him with the same disdain it held for Mara. "I'll cure that mean look..." He muttered as he swung his cloak open to aim the as of yet hidden crossbow. Twang! The bolt loosed, straight for the drake's face, and it anticlimactically skewed off its hard scales. Murdell scowled, and drew his sword. The drake roar, and took to the air, belching a torrent of flame down toward him. Ducking and diving for cover, Murdell was nearly caught in the blast, his clothes instantly drying in the extreme heat, and his cloak catching fire.
Murdell swore, and made for the road, back toward his camp. The drake did not pursue, clearly content to stay in its territory, though it roared at Murdell as he fled. He stopped at the circle of stones where once burned his campfire, clearly singed and angry. "I will murder that thing slowly."