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  • Old Guild Username: The15thSpycrab
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    1. The15thSpycrab 11 yrs ago

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I'm curious what age are the scouts.


My guess would be regular scouting age: 11-17. Unless you include Venturers, who are all 14-20.
Count me in(terested)!
I've always wanted to be in a reality show. Interested.
I'm interested.
Dibs on the futuristic alien/mecha wormhole guy with the scientific advantage and no cultural or social experience.
<Snipped quote by Warbozz>
Also, as we're waiting for the rest of the CS to be submitted, let me know if you guys want a specific relationship with my character, Adolin! I think it'd be cool to establish some background between some of us. :) Just give me a heads up here, or thru PM!


Heads up!
Name: Yeldar Dragonhelm the Younger

Gender: Male

Race: Dwarf

Age: 78

Title/Nickname: Lovingly given the nickname "Junior", by his clan, Yeldar the Younger has been known as "Sir Junior" ever since joining the Order.

Kingdom of birth: Hailing from the Dwarven citadel of Dragonhelm, underneath the Greybark ridge to the northeast, Yeldar has been a legal resident of Silvercliff for almost 7 years.

Worship: Along with all members of the Dragonhelm clan, Yeldar honors and seeks guidance from his deceased ancestors. He keeps a carving of his 7th-great grandmother in his pack, in case he ever needs to ask a question.



Magical affinity: Lightning (Active combat) and Fire (Enchanting).

Skills:
Years of combat training and experience from fighting the endless battle for the halls of Dragonhelm. Yeldar's particular style of fighting involves staying at a distance and destroying or at least putting multiple holes in whatever he faces. If it should come to close quarters, he relies on the use of his Shock spell or simply crushes his opponent in classic dwarven bear-hug style.

Yeldar is also skilled in metal craftsmanship, diplomacy, and trade, with a shrewd eye and an even better memory.

Equipment: Yeldar carries only one artifact, a six-shot pistol built by his great-uncle. Rather than utilising the inefficient and easily-damaged blasting powder common to bandits and other hopeful gunmen, this weapon uses a special semi-arcane blend called Dragonfire to propel its projectiles. Dragonfire generates enough speed for the steel bullets to easily pierce leather and chain armor, and if properly aimed, even through steel plate. Aided by Yeldar's spells, his bullets are enchanted to more devestating effect, able to explode and deal additional damage to armored targets.

The dwarf's pack contains other equipment necessary for journeying and survival: Flint and tinder, food, maps, skinning knife, cooking pots, and a simple first-aid kit. While not carrying a great deal of money on his person, he can often write a traders note to the local merchant's guilds in return for the local currency.
(Merchants traveling to Dragonhelm can then redeem the trader's note for more than its face value. Many guilds take this as a form of investment, especially if the signature on the note has good credit.)

Favorite spells:
Shock: Using his Lightning affinity, Yeldar casts short-range or direct contact arcs of electricity to stun or injure opponents who get close. Increasing the range on this spell requires more effort, so Yeldar prefers to use the more-effective pistol when able.

Heated Bullet: Casting short-duration enchantments on his bullets, Yeldar can cause them to superheat on impact with the target, either exploding or burning holes through the enemy. This is also effecting for clearing barriers, disrupting combat, and signalling.

Character backround history:
Born the youngest son of the Dragonhelm clan chief, Yeldar the Younger would have to force his way through all 17 of his older siblings to have a shot at the council head. Not that he didn't think about it a few times, especially after a long night of teasing and alcohol, Yeldar loved his family too much to ever try for the position. Instead, he followed 5 of his brothers into military training for a few dozen years, had a brief stint as merchant for another 18, then opened up a silversmith shop in Silvercliff for a few years. Hearing word of the Order, and feeling the call for adventure once more, Yeldar sold his shop to a cousin and moved to the capital to join The Order of Arcane Knights.

By my knighthood I swear: "I swear, on my grand-father's grave, that I will uphold the code, banner, and laws of the Order of Arcane Knights."

Other: Yeldar is very wealthy, due to his past as a trader and silversmith, but keeps all of his money stored at his family's home in Dragonhelm. As stated above, he uses trader's notes to obtain local currency, but this can backfire if the local guild refuses his note.
I would like to play as a dwarven character with either an affinity for enchanting and a skill with pistols, or no magic whatsoever and a penchant for steam-powered contraptions.
How advanced is the technology in the magi-tech?
Additionally, all military personnel have a basic understanding of field medical care, such as a quick patch up or assisting the main medical personnel if needed.


I have to agree with him there. Everyone would at least know how to treat shock, bleeding, and minor burns, and some might also know CPR or how to splint a broken bone.
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