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    1. PerniciousIntent 11 yrs ago

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Airthel couldn't suppress a gasp from leaving his lips as he entered the city of Val Royeaux. He was familiar with how the city normally looked; bright, festive, and stuffed full with pride. The crowded mass of paupers he saw infesting the city's streets was a stark contrast to what he was used too. Thinking about it, he wasn't really surprised. Had he been in Fereldan, he would've fled to the regal city as fast as he could. Shaking his head, he immersed himself into the roaring crowd. He had previously been north with a familiar Clan on the edge of Nevarra, but he had been messaged through courier by a friend in the Grand Cathedral about a few old scrolls they had found in storage with strange runes. He had planned on setting up in a room in a tavern near the Cathedral he frequently stayed in, but now he was worried there would be no room. Honestly, he didn't mind that much, because he knew most of these people needed the room much more than he did. As he approached the courtyard of the Cathedral, he kept moving until the inn was in sight. There was a large crowd in and around the place, and he figured he wouldn't have any luck getting a room. He sighed, and then turned to the large double doors of the seat of the Divine.

The tattooed elf was soon outside the courtyard, again facing the familiar inn. Mother Rachel had asked for help with the full chanters board when he went to see her for the scrolls, and he had agreed. He didn't mind helping out, and being asked by a friend just made him that more willing. She had told him that a few people had gathered in this inn who were all intent on the jobs of the chanter's board, and figured that a group of like minded individuals would be able to do a lot of good to some people who really needed it. He entered the tavern looking for a Gray Warden in heavy armor and an elf with less of a description.

Slithering through the gathered people with a fluid grace, Airthel made it to the bar. He ordered a glass of feywine, and when it came to him he looked around. There were some kossith at the bar (he was a learned man, he knew there was a difference between the race and the religion, and not knowing the two he did not want to assume), but other than that it seemed he would have a bit of a time finding the people he was looking for. There were more than a few of his kind here, one of the reasons he liked this inn, and he had little luck being able to distinguish a man he didn't know from the crowd, so he looked for the Gray Warden. Scanning the crowd, Airthel saw a few people donning heavy looking armor, but none bore the insignia of the Gray Wardens.

With a frown, his attention averted to the two kossith women at the bar. By chance, one of them shifted and the elf caught a glimpse of glinting steel, and, craning his head, saw the heraldry of the fearsome order. Airthel quickly stood, finishing his glass, and approached him. "Excuse me, ser Warden. My name is Airthel," the elf intoned respectfully, and then continued as he brushed an errant lock of black hair from his face, "A woman from the chantry said there was something about a few people banding together to help the refugees and mentioned someone of you're description. Do you know anything about that?" His voice was slightly colored with a Dalish accent, but it was not thick.
Never read the manga. Will this follow the manga very closely?
Awesome! :]
I think we have a good assortment of different characters.
Name:
Airthel Sos'Thae



Airthel stands at 5'7" and weighs only 135 lbs. He has a lithe figure that corresponds to his race with long willowy limbs and an angular face. His hair is long, straight, and black. It falls below his shoulder blades, and a thin braid runs down the center of his hair. When he has time to prepare for battle he braids his entire head. His eyes are slightly almond shaped, and are a striking violet with indigo flecks. His skin is unblemished and tanned from his time spent outside (though most still consider him light skinned).

Airthel's vallaslin is in honor of the god Dirthamen. Almost the entire tattoo is a dark burgundy that seems more purple than red and stretches from his face down his back. On his face, there are six crooked lines, two on each side of his forehead, his high cheek bones, and just a little lower than his mouth on his jowls. The lines face down and in toward his face, and almost resemble simplified insect legs; they are thicker at the top than the bottom, but jut to the side in certain spots. Ribbons of labyrinthine pattern connect the lines on his face. The ribbon has a complicated geometric pattern of squares and rectangles, with dots aspersed artfully inside the blocks. These ribbons are all continuously an inch thick. There is a single ribbon that runs across his forehead, in a manner that complements his natural bone structure. Here, as well as at several other junctures, the ribbon transitions smoothly into the jagged lines on the sides of his face. On his forehead, under the ribbon, is a different pattern of circles that interlock together in an unfollowable pattern. Another ribbon of the square pattern runs from the bridge of his nose and under his eyes, connecting with the lines near his cheekbones. The jagged lines on the sides of his face are connected with a thinner, more sinuous stripe of the same pattern. The ribbon then appears in two shafts coming from the bottom most lines on his jowls. The ribbons trail from his jowl under his jaw, slightly inward toward his neck on the bottom of his jaw, and then down his neck to his chest in parallel lines two inches apart. The ribbons continue down his chest just past his nipples, then turn sharply to wrap around his rib cage. The lines connect seamlessly on his back. On his shoulders is the only deviation of color his tattoo has. Two crows, black as night, are silhouetted with wings outstretched, facing upwards and past his shoulders with beaks open. They are identical save for a line of purple ink, the same as the rest of his tattoo, around the neck of the crow on his left side; there is a small purple circle at the neck of the bird. His vallaslin actually has significant spiritual references and philosophical inflections.

Class:
Ranger/Rogue

Skills/Talents:
Growing up with the Dalish, he has advanced skills associated with survival, herbal alchemy (for both benevolent and malicious purposes) with an associated knowledge of various flora, and hunting and tracking in different environments. Airthel can survive on his own in the wild even though he prefers the life of more advanced civilization. Airthel prefers to stay away from close combat, and favors a bow as his weapon of choice. He's skilled enough with it to shoot from horseback or while moving, and can keep concentration and stance in melee combat, but he's more used to hunting than fighting and when he's caught alone it shows. He has the quiet grace of a hunter, and can move stealthily, but isn't too talented in that regard. Airthel has a preternatural link with animals. It is easy for him to befriend them, and it is not unheard of for him to be able to calm hostile animals, though he can't stop a rampaging beast if its determined. Airthel has had a few animal companions in his time, but they all returned to the wild after a time.

Items:
Airthel wears Dalish armor made of cured leather. It's a dark brown in color, and has many pockets and pouches for various herbs and other small necessities. He wields a Dalish yew bow, and has a small bundle of elvhen arrows (15 specifically), as well as two quivers of twenty human arrows. He normally has a decent amount of both because he spends as much time with humans as elves. He has an iron shortsword for emergencies strapped to his hip, but he only has a rudimentary knowledge of how to use it. He also has a small scroll kept within his tunic, inscribed with Ancient Elvhen writing. And, of course, he has a travelling pack with items to meet his basic needs, but because of his ability to use the environment, his pack is lighter than most adventurers'.

Pharmacopoeia:
Airthel carries many herbs and other natural resources as he is skilled in using them as healing agents. (I would like to note that he does not know more of the more technical aspects of the herbs, he just knows what they do and how to make them do it. He doesn't know what a white blood cell it, for example.)

  • Tea Tree: A spindly tree that almost looks like a small rotund pine. It grows in wet or swampy ground in colder regions. Tea tree, either pressed into an oil or made into a cream, is good for various skin ailments, but Airthel mostly uses tea tree oil as an antiseptic for wounds both large and small.
  • White Willow Bark: Willow trees are large, spindly beings that grows near water. Usually, their boughs hang low to the ground and have thin, slim leaves. Airthel carries a lot of this at once, because it is the main ingredient in his pain alleviating tea.
  • Devil's Claw: A small, usually unnoticeable plant with pale leaves that resides near deserts, devil's claw grows vibrant trumpet flowers the day it rains, which turn to a prickly fruit in just a day. It grows in areas with free-draining soil, and typically is found in warmer climates. Devil's claw is good for pain. Airthel combines devil's claw with willow bark in a tea for a useful pain treatment.
  • Calendula: A plant that has a small, circular golden flower at the top, with big dark leaves and thick stems. Calendula grows almost anywhere, as it is very adaptable, ranging greatly in climate and geography. Calendula is an anti-inflammatory, and contains antioxidants and antiseptics. He uses this plants for wounds, either in a salve or a tincture.
  • Echinacea: A red flowered plants with long stems. Grows in open woods, glades, and edges of fields. This plants is used to shorten a cold, or as a treatment for wounds because of its characteristic to raise white blood cell levels, increase antibody count, and increasing interferon levels. He carries dried echinacea root with him, and in winter carries a pouch of its flower and leaves, which are good for colds. The roots are used in a tincture for wounds, and the leaves and flowers are brewed into a tea.
  • Aloe: A heavy leaved plant, Aloe is comprised mostly of thick, syrup and flesh filled leaves with small, weak spikes at the edges. Aloe grows in warm dry climates, growing in loose soil near beaches and desert borders. The syrupy gel and flesh applied to the skin is great for burns, and is in general good for skin health.

  • :

Personality:
Airthel is a good natured man, who is calm and quiet but not introverted. He is easy to talk to and kind, but he's is also a firm believer in his moral code and dislikes anyone whose principles differ too greatly. He believes in the wholeness of family and loyalty, and is undyingly committed to those he considers family. He is easily offended by racism, but knows he usually has to let things go in a world run by humans. He can be witty at times, but is usually too focused to be comical.

Bio:
It is unknown what Clan Airthel was born to, and he still has yet to discover from where he can trace his lineage. The Clan he was raised by found him while they were traveling. It was early summer, and the Clan was going south into cooler territory. Yarhiel's Clan normally stayed in the Tirashan, a more forested area where they felt comfortable, but were driven past the Nahashin Marshes when one of their own killed a human in self defense. That is where they found Airthel. As far as they knew, no other Clans lived in the vicinity, and they could not figure out why he had been left there of all places. However, the infant was swaddled in a Dalish hide, and they knew he was one of their own. After they stopped fleeing, they found themselves in the Western Approach, and were traveling down and around Orlais, thinking of heading toward Fereldan. They actually wound up staying inside the Arbor Wilds for the summer, and weathered a harsh winter, then returned north to their home.

Airthel was given to two hunters that had no children of their own. He was raised by the Way of the Hunter, and was an easy-going but quiet child. He spent more time with animals than other children. which wasn't strange to the Dalish, but wasn't common either. He didn't have many friends within the Clan's children, and proved to be smart for his age. He had more conversations with adults than children when he was young. The Keeper, Yarhiel, and his First took an interest in the young boy. At first, Yarhiel believed his way with animals was a magical ability, but dismissed the possibility after a while. Still the boy had wonderful memory, and Yarhiel took the boy as an apprentice of sorts, not in leading, but in lore.

Over time, the two became close. Airthel was a comfort for the leader, and the young boy idealized his leader's kindness and warmth. More and more, Yarhiel found himself confiding in the boy for matters that neither concerned him, or seemed to be appropriate to share with him. After a while, is was as though Airthel wasn't even a youngster - he was more a trusted advisory by the time he was 14. He never told anyone anything, and even had an affinity for working things out for the benefit of Yarhiel with the trusted information. Although he was young, he seemed to have wisdom beyond his years. He became Yarhiel's second hand, almost, but he fit the position, and it caused little trouble within the Clan.

When Airthel was 17, Yarhiel judged him ready for his vallaslin. He chose Dirthamen, keeper of knowledge and secrets, master of fear and deceit, as a specific insipration for the boy's tattoos. But after the ritual, Airthel felt a change in Yarhiel. He looked at the boy with unknown heritage differently, with a far away look that seemed as if he did not trust the boy as he once did. After a few days with his vallaslin, his mentor gave him a small scroll inscribed with Ancient Elvhen writing. With his knowledge of lore, Airthel could translate this, but at first did not out of respect for his mentor. After he did, he became confused, and asked Yarhiel about it. The only thing the Keeper would say about it was that the verse had come to him in meditation just before his adulthood ceremony.

As he got older, Airthel felt a compelling desire to learn more of his peoples' culture, and decided to leave his Clan. Although saddened, the Clan watched him leave with a pleased attitude. It was a matter of pride to have someone so knowledgeable about their people among their number. Airthel started to travel around Orlais and Fereldan, visiting different Clans and Circles of Magi to learn about his people. He is specifically interested in his people's lore on the area in which he was found as a baby.
I have a decent amount of my character done. He shall be up soon!
My generic elven archer shall be up today :]
Love dragon age. keeping an eye on this for sure
I took some liberties with her history. If anything doesnt fit just let me know.

Name: Matilda Threnedold
Age: 18
Gender: Female
Homeworld: Old Bastion
Affiliation: Light

Appearance: Matilda stands at, for a girl, a tall 5'10" and weighs a hefty 165 lbs. She has a heavy build; all over her body, her muscles have noticeable definition. This is a young woman with an impressive strength shown just beneath her skin. As much as she is muscular, it is not overtly or unattractively so. Matilda shows a regal countenance at all times, her features set in a perpetual visage of calm confidence. However, her soft brown eyes show an uncertainty that belies her cool exterior. She has shoulder length blonde hair that she keeps loose.


Casual Attire: Matilda dresses in simple clothing. Normally, she wears an unadorned white blouse, loose and long sleeved, with black pants and black boots. Plates of her armor remain along her shoulders and torso even in her more laid back outfits, which she prefers.

Battle Attire: Her armor is surprisingly light for someone with her skill set, but this is because Matilda is used to having to dart around the battlefield to where she is needed.


Personality: Matilda is not a specifically introverted person, but it is more characteristic of her to remain silent than speak out. She has shown to be intelligent, and works cooperatively with others without issue, but she does not seek contact. She does not hesitate to speak, but she thinks about what she says before she speaks. To those close to her, she has proven to be firmly loyal, and a comfort. Matilda is pleasant to talk to, and most people find her friendly and approachable. The only quirk to this royal maiden is that she has been quoted with many sarcastic and disparaging remarks aimed towards herself. The one inconsistency with Matilda's bearing as a noble is her crippling self hatred. When asked about herself, she will use the words useless, weak, and wasteful. She views herself as a hideous human being.

History: Matilda was born to a family of knights. Her line, ever since their family's earliest written records, have all been knights, regardless of gender or other petty individualities. The worth of someone in the Threnedold household depended solely on their ability to be a knight. The Threnedold family had served as the protectors of a small merchant town on Old Bastion. They lived there for uncountable generations, and they always held the same purpose: to protect the town. As such, Matilda spent her life training to take up her position in the family business. Her training included the fields of combat and magic, as well as survival, strategy, and politics (although these lessons were specific to that town and hold little merit in the outside world). Ever since she could remember, she ate, slept, and breathed knighthood,

Growing up in such a forced environment tends to make children unstable. Ever since she was a child Matilda was told that she had to be better. Eventually, it seemed to her as though she was never good enough for anyone. There was little emotion in the Threnendold household; the six boys she called siblings were mere sparring partners, and her parents just instructors and preachers of their way of life. Even though to some, she is strong and skilled, when compared with her brothers Matilda was always the weakest. She grew up feeling and thinking she wasn't good enough, and was often the butt of jokes and pranks from the boys.

The town they protected was a small one, more a village than anything else, and it resided on the outskirts of the world Old Bastion. It had more criminal activity than other towns, but the town only needed the single family of knights to keep it safe. However, as Heartless activity increased, Old Bastion was not unaffected. This town, and many other villages and districts along the outskirts, were targeted. When Matilda was 15, her hometown, the very reason for her and her families' existence, was invaded by the inky black creatures. Along with the neighboring towns, the Threnendold's heart and soul was ravaged by the crawling monstrosities. It was not instantaneous. For days, Matilda and her family tried to protect the small village from the onslaught, but they had never fought the creatures before. Before her very eyes, Matilda lost her brothers and parents, until the only survivors of her small town where her and a group of peasants that had managed to find safety with the walls of the leaders of the town. Matilda defended the area for five days, alone, until keybladers showed up to take care of the threat. By then, they were too late, and the small group couldn't even stay in their home. There was nothing left.

Matilda went with the refugees to the nearest towns, under the escort of the keybladers, but when the rest of the townsfolk left the convoy to settle, Matilda left with the keybladers. There was nothing left for her anymore, and she thought the noble cause of the keyblades were the most appealing of options. After her training as a keyblader began, it did not take long for her to be chosen by one. She is a natural protector.

Ever since her family's death, Matilda has felt the sharp bite of self blame. She knows she wasn't skilled enough to protect her family. In a way, she joined the keybladers because she felt she wasn't good enough to do anything else. She kept herself near those who she views as superiors so she didn't have to worry about what would happen when she failed again.

Other Notes: Matilda's poor opinion of herself isn't a secret, but it isn't necessarily an open topic either.

Battle Information

Weapons: Adamantine Bulwark


Abilities:
Cure: Matilda can heal the wounds of herself and others. It can be done to either one person or a group, depending on the severity of the wounds she plans to heal.
Reflect: A spherical shield forms around the target of this spell. It can block any type of physical or magical attack, depending on the strength of her opponent.
Guard: With her keyblade's affinity, Matilda has a strong block. It can withstand more than the average block.
Taunt: Matilda can encourage enemies to attack her instead of 'weaker' allies.
Defensive Stance: Matilda falls into a crouched stance, making her much harder to damage. She can't attack with much power in this stance, but she can last quite long in battle with it.

Other Information: Matilda is a protector. Her abilities all connect to protecting and taking care of others. She has an affinity for all healing and shielding magic, as well as warding and protection spellcraft. Her physical abilities are similar, they revolve around personal protection and battle stamina. She is able to protect groups of civilians from harm efficiently.

Notes:
Then I shall have a character up soon. A light apprentice. :]
PerniciousIntent said
Sorry I've been absent. I'll try and get a post up this weekend. No plans for the holiday, so hopefully all should go over well!


Well I'm a jerk.
I'm still interested in this RP, but I will admit that I'm not particularly sure where to go from where my character is. :/
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