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    1. PerniciousIntent 11 yrs ago

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Im gonna try to post as soon as I can.
I didn't mean it as to take more than one attribute, I meant 'sharp' as the same term and included it to be consise. I added 'durable' because you said they should be adjectives, but put endurance too so to be clear as to what 'durable' had meant in context. I'll edit that out. (Please know I'm not trying to be defensive, I just wanted to explain my thinking because I promise I'm not just trying to cram as much power into her as I can. )
I'll definitely take the combat style out, especially because I had been worried about that in the first place. I dont mean for her to be a skillful fighter with it, more of a way to explain her staff's existance without giving away her magehood.
I had figured there would be elephants similar to Indian or Asian elephants in the Brecilian Forest, which live in environments with tigers and wolves in Chinese forests, and figured both places would be moderate forests that got quite cold in the winter. I'll change the summons though, because that seems to be the easiest way to go. Too lazy to write up a backstory for my elephant lol. xD And again, I had planned on the spells being rites, but I'll put that in their description.
I based her 'calling' spells off of the ranger abilities, so i figured they would all be ritual spells. And in my opinion, I think concentration is a necessary skill for mages. But that's just me. >> I feel like magic is so fickle and dangerous that mages who don't have the necessary concentration don't do so well in battle(loud, bloody, painful and otherwise distracting). But again, that's my opinion. I don't mind keeping it if only for the lore of my character. -shrug- I will change the knack to something more useful though.
Changed her advantage cause yeah, an animal companion not only makes sense but probably makes her walking around alone safer plus pets are cool.

Without further ado! :D

Name: Serina Mahariel

Race: Elf

Nationality/Birthplace: Dalish; Southereastern Ferelden

Attributes:
  • Perceptive
  • Quick
  • Durable


Appearance: Standing at a slight 5'3" and weighing only 109 lbs, Serina is a proper example of her svelte race. Her shoulders and hips are the exact opposite of broad and when she walks it is as though she is on air. Her hair is long and black, which she typically keeps down and out of her eyes with a circlet. Her eyes are deep and dark brown, the color of sap drawn from mesquite trees as Tamlen always told her. Her skin is pale but she doesn't burn in the sunlight.


Background: Born to star-crossed lovers, her father already dead and mother having lost her spirit with him, Serina was raised mostly by a woman named Ashalle, Serina was a apprentice hunter along with all her peers in her youth, laughing and swinging wooden swords and shooting blunted arrows, and her life was normal for someone of her place. She was a perceptive and curious child, but not rudely so, and was well liked by both her elders and peers. She was sweet and caring, and always respectful.

The first time she showed she took after her father and held the Gift was when she was 11 years old, while playing in the snowy taiga of the southern most point of the Brecilian Forest. While exploring, she heard a loud screech and saw something fall out of a tree. Going to investigate, she saw that an owl's nest had fallen from its perch. In the nook created by the overturned nest, a single gray owl chick sat shivering and staring at her with wide eyes. Feeling bad, she picked it up and cradled it, nuzzling it to her chest and feeling warm blood. The chick had been injured in the fall, and the mother had anticipated that and abandoned it. Crying because of her young, soft heart, Serina carried the chicklet to camp, steps growing heavier each time, and then presented it to Ashalle. When questioned how she got a live owlet, she tried to explain it was injured, but she saw that it had not a scratch. After a few days of investigation, it was discovered that Serina had the Gift. She kept the owlet, naming it Mercury for its color, and has not parted with it since.

After the discovery, Serina began training under Keeper Marethari and beside a younger Merrill. She held an innate skill for conjuring, and learned quickly and eagerly. The more she learned, the more she wanted to know. She, as well as a good majority of Dalish if not all, held a profound interest in any and all of her people's lore, and grew excited to learn more about them. Throughout her youth, she was close with her friends Merrill and Tamlen.

Her training persisted to her last days with her People. While patrolling, her and her friend Tamlen came across a band of humans who claimed to have come from a cave nearby. Having known the area and no cave, they decided to investigate. They found an ancient Elven artifact, but it had been corrupted by the darkspawn taint. She was saved by Duncan, Commander of the Gray Wardens in Ferelden, Unfortunately, Tamlen's body was not found and he was presumed dead. Even though Serina made it out alive, she was not unharmed. Infected with the taint, she now must become a Gray Warden just to live. She still mourns her friends death, and the loss of her clan, but most of all she realized that her life was no longer her own. She awaits her Joining in Ostagar.

Personality: Serina is a pleasant young woman, who is kind and understanding but also practical and calculating. On a personal basis, she is quick to help others with a smile and negated payment, but she knows that she can't save everyone and there are more important matters than the safety of every single peasant. She is one who believes the end can justify the mean, but she is always thinking of the best way to handle any situation. She works well with others, as long as they are not too greedy. She is strongly opposed to any and all racism toward elves, and while she tries her hardest to keep their main goals in mind, plights that involve her race grab her attention without fail.

Skills:
  • Stealth
  • Survival(Forest)
  • Herbalism
  • Acrobatics
  • Concentration
  • Reach Weapons Training

Knack:
Naturalist - Survival subset. Growing up in the sundry forests of southeastern Fereldan, she has basic survival skills in all environments. She grew up in deciduous forests, other various woodlands, alpine forests, taiga, coniferous forests, and even grassland environments. Having had such diverse survival skills be essential for her upbringing, she has bonuses to survival in all environments. She is mainly accustomed to forest survival, and least accustomed to desert environments.

Spells:
  • *Heal - "The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount."
  • *Mind Blast - "The caster projects a wave of telekinetic force that stuns enemies caught in the sphere."


Equipment:
  • Dalish Robes - Robes that do little in way of physical protection, but mark her as one of the People.
  • Elm Bark Staff - A staff made from the medicinal elm tree, it deals nature damage and helps to channel healing spells. It's a light weapon that can deal a nasty sting.
  • Small Lyrium Potion x2
  • Ruby Circlet - A piece of jewelry that once belonged to Mahariel's mother, it was given to her on her last day with the Sabrae Clan. It is worth a decent amount of money, but she keeps it well guarded.
Advantage:
Animal Companion - Great Gray Owl. One of the largest species of owl, Serina's companion, Mercury, in 30 inches in length and has an impressive five foot wingspan. She weighs 2 1/2 lbs. Mercury carries messages for Serina, acts as a familiar, letting Serina see through the bird's eyes, and helps in battle with aerial claw attacks and vicious bites.

Specialization: N/A

Flaw:
Cultural Gap - Although understanding, Serina is new to the wold of humans. She doesn't know much about human lore, culture, religion, or other unifying themes of humankind. She does not understand certain speech mannerisms and she relies on her human comrades in the face of political issues. She doesn't always understand inflections or word play, and sometimes the way she words things confuses or offends people. It is hard for her to get far in populated places without help of someone who is used to streets. When left to fend for herself, it is not uncommon for her to make people upset over her inability to completely understand a situation that has cultural ties. She can also annoy people her her curious questioning on human culture.
After a few days of living in constant wonder of this outstanding grove, while the half elf was busily munching on fruit, the first actual contact was made between the powerful forces that inhabited the throne. Calista looked up, startled and having not quite heard what had happened, and saw the nobly dressed man stepping forward to speak to the assembled mages. She leaned forward eagerly as he spoke, his voice carrying over the amassed people easily. As he continued, however, Calista's visage grew from elated and excited to serious and slightly grim.

Calista's motivation, above all else, was to travel the country. She grew restless so easily that she felt more comfortable on the ever-changing road than a stagnant house. The few times she tried leaving the fertile countryside, she was dangerously and frighteningly taught and reminded that Paladins were ruthless and merciless when it comes to citizenship papers, which would be expected as they were looking for people like her. Normally, she got out of it by blaming her race and leaving without any disrespect to the Paladins, though she had to fight on rare occasion. She ached to see a bustling human city and get lost in the miasma that was city odor, sound, and activity. She had never thought she would be able to get citizenship papers before, and that prospect alone enticed her. As he went on to discuss the purpose of the members of the covenant, she smiled. To travel and look for lost glories was already planned in her future, and she realized that being supported like this could make her a very happy elf. Nodding and smiling along with the man's speech, she was enraptured by possibilities.

The only drawback was that she had no wish to involve herself in human politics. She was worried that this agreement would bring her into conflicts she did not understand. She knew the gist of what was happening in government, anyone who lived in this country did, but if she was honest she would say that she knew very little about anything like that. As much as that dampened the appeal of the offer, she didn't completely comprehend the severity the drawbacks for such treasonous actions. She still felt the opportunity was more positive than negative. When the time came, she pledged her name and stepped through the portal.

As soon as she saw the fortress, Calista thought she made the right decision. It was regal and immense, and she absolutely loved the overgrown look of the place. She knew they would renovate all those traces away, but this was a perfect first impression. She didn't feel as close to nature in the current condition of the estate as she did in the grove, but it was stronger here than any human establishment she had ever felt before. She was saddened to think her new home would lose that quality.

As they advanced on the structure, a feeling that seemed to reverberate within the elf's bones settled in her marrow, and she looked around with the hair on the back of her neck raised in apprehension. It was old and magical, but it did not resemble the warm comfort of communion with the Earth Mother. As the boulders that littered the grounds collected into a roaring, rearing monstrosity, Calista felt a hot rage flare inside her. All living creatures, and plants, and dirt, and even stone were the creations and children of the Great Earth Mother, and to see them defiled left a bitter taste of bile in the elf's throat. When the witch heralded the danger with a loud cry, Calista didn't hear her. All she could hear was blood throbbing in her ears. She whipped her staff to bare, other hand gripped around an invisible and intangible leash that figuratively wrapped around the stone at her feet, sectioning off large slabs as she prepared for battle. Having traveled lands without secure roads, she was used to defending herself in a way, but never from something of this magnitude. Fueled by fury, Calista sneered at the tainted stone before her.

The witch restrained the major beast from barreling through their amassed force and more tainted stone rose from the ground. More enemies came to bear against her, so Calista's prayer to the Earth Mother was raised to a spoken whisper, her voice sounding reverent and pleading. It would not be understood, however, by any of the humans gathered here, for in prayer Calista spoke only in Elvish. As she channeled deeper, the ability graced to her as an answer to her beseeching words, she could feel the stone she planned to wrench to her call that lied below her. But she could also feel the disgusting sensation of the tainted, possessed stone beings that lumbered toward her. The very material that comprised the beings felt wrong; stone was normally strong and heavy, and pounded with a steady rhythmic beating as though singing with the heartbeat of the earth, but the stone of the abominations felt as though riddled with holes that made caverns filled with acidic, organic puss that dripped and infested them further with each passing moment. She shuddered, the feeling almost overwhelming her, and she withdrew her perception as to not draw the attention of an unwanted visitor. She shook herself, still furious at the desecration of the Great Mother's Earth, but now more composed. She thanked the Mother for the quick reality shock, and finally hefted her staff and gripped hand as though they bared a great weight. The crashing sound of wrenched stone tore through the cacophony of battle.

The slabs were not large: they were each approximately four feet long and 3 feet thick. They were jagged, having been torn from the larger building blocks of the courtyard's floor. There were three of them, suspended equidistant around the small elf a few feet from the ground. As she moved, the slabs swirled around her, and she kept up her guard. If one possessed cairn would come too close, it would be pushed to the ground by a barrage of flying boulders. Looking around, Calista knew she should get to where people would need healing. Her spells could save lives, and she knew that healing her downed allies would be better than draining herself trying to destroy the formidable hulks. The mages had begun to form different configurations, and many of them were working in conjuncture; one group would weaken, the other would kill. She passed by the configured groups and looked for stragglers that sill needed help.

She moved briskly, trying to conserve energy and choosing to avoid enemies rather than engage. It wasn't long before she found someone. A hulk fell before her, revealing the sight of a woman collapsing. With practiced precision, the slabs that hovered converged in a shield-like structure above her as she crouched next to the woman. After a quick look, Calista saw little wounds and figured the woman had exhausted herself by channeling. Reminding herself not to do the same, Calista raised her hand over the woman's forehead, closed her eyes, and muttered a soft-worded prayer. A soft green glow surrounded her fingertips and the woman's temples, and after a moment of the elf slightly straining the woman took an easy breath. Calista stopped, her own breath coming in small pants, and looked around her hovering shield. One hulk was looking at her through the gaps, and another was caught by the first's attention. She cursed under her breath and stood on weak knees, hoping someone would see her and the prone woman's plight.
As their now-even-stranger group progressed to the bandit camp, Airthel answered the elf's question on a hushed breath, "The Creators bring me many strange places." His obscure comment and their arrival at the camp cut off further communication. Peering forward through foliage and bated companions, he could see the camp and a few prowling figures ahead. He counted five, but he figured there were more beyond his limited sight. He drew his bow, similar to that of the Dalish group's own weapons, and tested the pull of the sinew string. As the patrol's leader drew a dark tipped arrow, Airthel tried to place the description, but it was too common an effect and too broad a description. Not that it mattered much either way. Airthel pulled an arrow from the quiver on his back, knocked it,and nodded. Seeing the Dalish patrol spread out, he followed their line until the five archers would be able to cover a majority of the complex once they emerged.

He waited patiently as the others readied themselves, eyeing down his drawn arrow at a few of the indistinct figures he could see, trying to figure where the best place to start would be. As the moments wore on and a signal told of the group's preparedness, Airthel moved forward with the other Dalish who let fly on the bandit camp. He took a bead on a rival archer, who still looked startled at the sudden ambush, and loosed his arrow and watched as it embedded into the man's lightly armored shoulder. Airthel was drawing another arrow as the man down his sights ripped the arrow, which had most likely done little damage, out of his armor.
I should have a finished CS today
I'm sorry, I hadn't wanted to post again until the entire group had caught up. :/
Just a few forewords: I don't know if the summons sound OP, but if so I'll change them. :/ and this isn;t done. I have to complete her history and do some general editing, but I wanted to get my progress posted.

Name: Serina Mahariel

Race: Elf

Nationality/Birthplace: Dalish; The outskirts of the Heartlands

Attributes:
  • Intelligence
  • Speed
  • Endurance


Appearance: Standing at a slight 5'3" and weighing only 109 lbs, Serina is a proper example of her svelte race. Her shoulders and hips are the exact opposite of broad and when she walks it is as though she is on air. Her hair is long and black, which she typically keeps down and out of her eyes with a circlet. Her eyes are deep and dark brown, the color of sap drawn from mesquite trees as her sister always told her. Her skin is pale but she doesn't burn in the sunlight.

Background: My version of the history of Mahariel will be completed over the weekend. :/ Sorry, but I've got work.

Personality: Serina is a pleasant young woman, who is kind and understanding but also practical and calculating. On a personal basis, she is quick to help others with a smile and negated payment, but she knows that she can't save everyone and there are more important matters than the safety of every single peasant. She is one who believes the end can justify the mean, but she is always thinking of the best way to handle any situation. She works well with others, as long as they are not too greedy. She is strongly opposed to any and all racist toward elves, and while she tries her hardest to keep their main goals in mind, plights that involve her race grab her attention without fail.

Skills:
  • Stealth
  • Survival
  • Herbalism
  • Apothecary/Alchemy
  • Concentration(a mage skill that means she isn't easily interrupted when she's spellcasting, hope that's cool)


Knack:
Steel Resolve - A subset of concentration, Serina can ignore environmental and physical status effects in order to keep casting. She can keep concentration in burning or collapsing buildings, or on a rapidly moving surface. She can momentarily ignore deep, or even, sometimes, otherwise-debilitating wounds depending on their placement, to continue a spell. She can concentrate through wounds, sickness, or other effects such as dizziness, fear, nausea, or other kind of befuddlement.

Spells:
  • *Heal - "The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount."
  • *Mind Blast - "The caster projects a wave of telekinetic force that stuns enemies caught in the sphere."


Equipment:
  • Dalish Robes - Robes that do little in way of physical protection, but mark her as one of the People.
  • Elm Bark Staff - A staff made from the medicinal elm tree, it deals nature damage and helps to channel healing spells. (uhh this doesn't have to be an actual mechanic, just lore)
  • Small Lyrium Potion x2
  • Ruby Circlet - Listed below


Advantages:
Ruby Circlet - A circlet that once belong to Mahariel's father, it was given to her on her last day in the Clan by her adoptive mother. It is copper and bronze with a large inlaid ruby that rest on her forehead. The circlet gives her a bonus mana regeneration.

Specialization: N/A

Flaw:
Cultural Gap - Although understanding, Serina is new to the wold of humans. She doesn't know much about human lore, culture, religion, or other unifying themes of humankind. She does not understand certain speech mannerisms and she relies on her human comrades in the face of political issues. She doesn't always understand inflections or word play, and sometimes the way she words things confuses or offends people. It is hard for her to get far in populated places without help of someone who is used to streets. When left to fend for herself, it is not uncommon for her to make people upset over her inability to completely understand a situation that has cultural ties. She can also annoy people her her curious questioning on human culture.
Assassins don't usually go for the big guy once their own big guy has pommeled them to get their attention (enter Corriach!). You could stealth and try to backstab some guys on the initial charge. Dont run in with the rest, sneak around and flank (but be careful of the wardens's trap). At least, that's my suggestion .
Awesome. I have a lot of my character done, but she wont be complete until tomorrow night (if i'm lucky).
Do you mind if I make her Mahariel? I think it would be interesting to make that recruit a mage.
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