Nilum

The Wanderer Returned
Benefactor
STATUS: In the midst of Chapter 1, two open slots. 10/12 Slots.

Welcome to Legend of Renalta! Here’s the index!

“Chapter 1” is the plot of the story. “Chapter 2” is the Character Sheet. “Chapter 3” is the Rules section. “Chapter 4” is the “lists” area, where active characters and what not are listed. “Chapter 5” is the miscellaneous area, where information about lore expansions is kept.

CHAPTER 1 - THE LEGEND LIVES
(Plot)​

“Ah, you seek to learn of the Legend of Renalta, do you? Sit, then, and listen to this old man tell his experience... For you see, some might call me some old prattler of old wounds, but that is only because I witnessed the destruction of an entire city.

Once upon a time--I suppose the cliché would start--the Kingdom of Renalta was in the midst of its golden age. A time of technological marvel, of magical exploration, of growth unprecedented and unseen. It was a time where all men--nobles and peasants alike--lived side by side as equals. At the center of this wondrous Kingdom was our Royal Family--who had been there since the beginning. They destroyed the Vampire Lords who had enslaved us, freed us, and cared for us even in their greatest suffering and darkest of hours. It was paradise... It was, utopia.

Then... The Archangel came. Chosen by God to be his right hand, Abarron entered our Kingdom, and demanded that we ceased our use of magic--the very thing that had led to our golden age. Princess Camilla--young and beautiful--met with him several times, to speak on behalf of our kingdom. He seemed to think this over, to ponder it, to consider it... In the end, after weeks of negotiation, he came back to us and once again issued an ultimatum, but, this time, with a twist: If the princess agreed to marry him, so that he could become part of the royal line and rule over us, he could then ensure that we would avoid our “worst excesses” in his eyes.

The Princess, however, saw through him. She told him, bluntly, that we had overthrown immortal rulers who had thought themselves our betters before, and that we would not welcome a new set of immortal rulers in their place. She was, of course, right--we would have never accepted the Archangel. His control would have only tightened over time until he would have choked our golden age away from us all.

He grew furious with this answer. He glared down upon her, and threatened her, and she once again refused him, this time, with more vigour. He moved to slap her down with contempt, only for her to use her magic to defend herself. She brought up a wall of ice, and its pointed tips actually ripped through his flesh, leaving him stunned, surprised, angered. He howled in pain as he fled.

The royal family forced their three daughters to flee the capital. They could have chosen to flee themselves, but instead, they stood in the capital, ready to fight and die to their last. The Archangel, empowered by God, brought reinforcements with him in the form of a few Rheinfelder Templar and several mercenaries. They put to the torch our Capital, killed our royal family. He hunted down and killed Princess Camilla’s two sisters personally, and, had I and several more servants not been protected by the Royal Guard, we would have surely perished in spite of our attempts to flee.

All is not lost, however.

Soon after this event, it was revealed that Princess Camilla had not been found by Archangel Abarron. It seems that, in the wrath of his initial assault on the capital, he had slain those few who could have told him where she had gone. God looked upon what Abarron had wrought with horror, condemned Abarron, and recoiled from the world to reconsider his actions. We rebuilt the Capital, and slowly but surely, we have been healing from our wounds, regrowing our military, preparing for the day that the royal family would return.

It has been fifty years since that fateful day, and the Mage Collective has started to spread rumours that the Princess is yet alive. We have a chance to find her, but not with the Kingdom of Renalta, no... A family member of my noble estate, Amora Mann, has been gathering a few interested individuals who would like to seek out the rumours and find the Princess themselves. The Kingdom of Renalta, The Kingdom of Rheinfeld, The Kingdom of Liveria, The Forsaken, The Free Holds, The Amazons--surely they will all be interested in finding the Princess, and even more interested in constantly denying one another the chance of finding her.

Which is, where our little private expedition comes into play. After all, with all the major nations too busy sabotaging one another’s attempts to find her, that gives us the chance to reach her first, to slip past undetected by the gaze of the various major nations of the world.

There was once a golden age, and a dream that was of equal and free men, ruled by compassionate monarchs. Let us see to reviving that dream, again.

Unless, of course, none of this interests you. The danger, the adventure, the princess on the other side--I would understand if you got cold feet, and left out the door instead. It’s your choice. If you don’t mind, however, my throat is growing parched, and I believe I would like a cup of tea. You have the paperwork in front of you, fill it out if you wish to join my cousin on his adventure. I’ll be back in a few minutes...”

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The Legend of Renalta is a dark fantasy adventure surrounding the mythos of a lost princess, a lost golden age, and a fallen archangel. It’s set in a medieval world which contains a myriad of cultures and peoples both human and non-human, as well as a deep and rich history that stretches back one hundred and sixty years. You’ll be joining a nobleman known as Amora Mann as he searches for the princess of legend, along with a small cast of other characters. This is the first part of a multiple-stage adventure, that ends once the fate of the princess is fully decided.

And, truly, I do mean fully decided. It will be in your power to choose what to do on the adventure--who you help or hinder, who you tell the truth or lie to, who you save and who you kill. Choices will have consequences in the future, and the ultimate consequence will be what you choose to do with the princess, should you happen to find her first.

If this sort of high drama fantasy adventure interests you, continue on! If it doesn’t, I don’t blame you, turn away and search for another adventure. :)

CHAPTER 2 - DOCUMENTATION
(Character Sheet)​

((If you prefer, you can skip the interactive character sheet and copy-paste a flat character sheet here. You may choose between Mundane, Magic, and Hybrid.))

As the old man returns into the room, hobbling on his cane and looking at the direction of his table, he notices you’re still there. A smile creeps across his burn-scarred face, and he hobbles over to the opposite side of the table from you. As he sits, a breeze blows into the room from an open window, and his voice rings to you as softly as the wind that caresses your skin.

“I see you chose to stay... I welcome your company. Understand that we will not be able to take all applicants with us. Try to make sure that you stand out above the rest.”

He motions to the papers in front of you. You see three sheets of paper. He reaches over the table and taps a bony finger on the first paper. “Personal information. Nothing too intimate, just tell me who you are.”

-----PERSONAL-----

NAME: (Your character’s name, clearly.)
RACE: (Human, Elf, Dwarf, Lizardman.) (Please refer to the lore expansion “Races” at the bottom of the post for more information on each of these choices.)
AGE: (Your character’s age. Your character must be a minimum of 16 or older to be allowed on this adventure.)
SEX: (Your character’s sex. If you are a Lizardman, simply put “monogendered” into this field. This is your biological gender--male or female. Your gender identity and sexuality doesn’t concern me, but if you wish to include it, by all means, go ahead.)
APPEARANCE: (What does your character look like? Text or appearance will do fine.)
EQUIPMENT: (What weapons or armour does your character carry?)
BLOODLINE: (Peasant? Nobleman? From what level of society does your character hail?)
BIOGRAPHY: (Your character’s personality & history. Please write a minimum of two paragraphs here, so I can gauge your level of writing.) (Don’t worry, I’m not one of those elitist snobs. Trust me on this!)

As you finish writing down your information on the first piece of information, you see another man enter the room. He is dressed in red and black finery, and as he steps over to your side, you see him glance down toward your filled out papers so far. You finally recognize who he is: Amora Mann, the one who is sending out the clarion call for this adventure in the first place. He opens his spellbook, and flips through his pages, until he finds something worth his time. He takes a few steps back from you, then whispers a few words under his breath, and points at you.

Suddenly, a terrifying darkly coloured beast lunges for you! You stop it with...

-----OPTION: MAGIC----
(You cannot choose this with Mundane or Hybrid!) (Please refer to the Magic lore expansion below for further, specific information about magic.) (Magic is the hardest option to play.)

MAGIC CONCEPT: (The type and style of magic your character uses. Describe it!) (You are a pure mage using this option, you aren’t bound to any specific object to use your spells!)
SPELL EXAMPLES: (List at least three examples of the types of effects you could produce.)
  • (Example 1)
  • (Example 2)
  • (Example 3)
STRENGTHS: (List strengths your character has, both magical and non-magical.)
WEAKNESSES: (List weaknesses your character has, both magical and non-magical.)

----OPTION: MUNDANE----
(You cannot choose this with Magic or Hybrid!) (Mundane is the easiest option to play.)

SKILLS/TALENTS: (The type and style of skills and talents your character uses, such as being a strong warrior, or cunning rogue. Describe it!)
STRENGTHS: (List strengths your character has.)
WEAKNESSES: (List weaknesses your character has.)

-----OPTION: HYBRID----
(You cannot choose this with Magic or Mundane!) (Please refer to the Magic lore expansion at the bottom of this post for further, specific information about magic.) (Hybrid is moderately difficult to play.)

MAGIC CONCEPT: (The type and style of magic your character uses. Describe it!) (You are a hybrid. Your magic is dependent on a specific item or set of activities--such as swordplay--in order to activate it.)
SPELL EXAMPLES: (List at least three examples of the types of effects you could produce.)
  • (Example 1)
  • (Example 2)
  • (Example 3)
STRENGTHS: (List strengths your character has, both magical and non-magical.)
WEAKNESSES: (List weaknesses your character has, both magical and non-magical.)

... Seeing his beast stopped by you, he nods in approval. It seems that the beast itself was little more than a trick of shadows, and would have never truly hurt you in the first place.

Finally, the both of them look at you, and motion to the last page. It seemed they were now both interested in wrapping up this interview.

-----BACKEND-----
MOTIVATION: (Why is your character on this adventure? What do they hope to accomplish?)
GOALS: (What does your character want to gain in the long-term? What are their life’s goals, basically?)
VALUES: (What are your character’s values? Please try to avoid the obvious single word answers like “brave”, and instead give some examples of things they care about.)
ANATHEMAS: (What are things that could frustrate, infuriate, or anger your character?)

SIGNATURE: (Please put your username here to affirm that your character’s life is ultimately in my hands. If I should so choose, I may cause them to fail, be injured, or even killed, in order to progress the plot. This is more of a common sense measure--it’s rare for me to actually kill without consent, I typically reserve that for the most egregious acts of stupidity or poor behaviour.)

As you sign your signature on the paper, it momentarily glows, and then your quill disappears. Amora nods, and with a smile, he motions toward the door. “Stay within the Capital for the next seven days. I will inform you as to whether or not you will be welcomed into our adventure by the seventh day. Thank you.”

CHAPTER 3 - CODES OF CONDUCT
(Rules)​

These are the rules, clearly.
  1. This roleplay will be storyboarded--which means that each scene will be described and the events that occur in that scene will be listed in the OOC. NPC’s and their various reactions and activities will also be listed. Players can then plan with each other as well as myself on what scenes they would like to play out, and how they want their characters to act in each scene. If a scene is too dull or poorly written and nobody cares for it, we can thus cut it and try a different scene. This is collective storytelling, and a bit of an experiment on my part!
  2. This roleplay will probably be using a lot of collaborative posts--posts in which two or more persons come together to create a post. If you’re not comfortable often working with other players on posts, then, this is probably not the role play for you.
  3. While I’m certainly not going to whip anyone to post (because good lord I have a full time job), if a player ceases responding and posting for a while, I may ask them about what’s going on and when they can next post. There’s no rush to complete anything in this roleplay--I’d rather have twenty good pages of content than two hundred spammy, garbage-filled pages of content.
  4. I will reward good storytelling over good “combat plays” any day of the week. The more willing you are to suffer losses, or make mistakes, or so on, the more likely I am to reward you in the future for that behaviour with greater levels of trust. This also applies to communication--being willing to work with me on fleshing on scenes and planning out scenes on the Storyboard will make me a very, very happy man.
  5. If you have any questions, concerns, criticisms, or anything else of that nature, please share them with me. I don’t care if you do it in this thread publicly, or in private over PM’s, or on Discord, or wherever--just don’t leave me in the dark if you’re confused about something or if you have taken an issue with something I’ve done, no matter how minor.
  6. Finally, yes, just to confirm that silly long-running joke, the Princess Camilla plushie is totally a real thing in-universe. It’s a small stuffing-filled doll with blonde hair and blue buttons sewn onto it, along with a navy blue dress. Yes, I’m literally putting this in rules, because fuck you, I make the rules!
  7. Oh, yeah, and obviously, y’know, don’t be a dick, and stuff. Yeah.

CHAPTER 4 - SUPPLIES
(Lists)​

Name: Sisera De Platine, 3rd Steward of Renalta. Entry: Book 1, Chapter 1. Writer: @slade

Name: Alice Émeline Moineau, of the venerable house of Moineau. Entry: Book 1, Chapter 1. Writer: @LimeyPanda

Name: Ofri Windweaver. Entry: Book 1, Chapter 1. Writer: @Becca

Name: Charlotte. Entry: Book 1, Chapter 1. Writer: @Holmishire

Name: Rosvita. Entry: Book 1, Chapter 1. Writer: @Lialore

Name: Dean Hansen. Entry: Book 1, Chapter 1. Writer: @Orion

Name: Sabine Conte. Entry: Book 1, Chapter 1. Writer: @Blackstone

Name: Tycho Merax. Entry: Book 1, Chapter 1. Writer: @Grothnor

Name: Bakar Ibaiguren. Entry: Book 1, Chapter 1. Writer: @Drakel

Name: Laurenz Eckhart. Entry: Book 1, Chapter 1. Writer: @Axl
Name: Tybalt Mach'Llarys. Entry: Book 1, Chapter 1. Writer: @Jade Coffee Reason: Left the role play.

Name: Barrett Ironforge. Entry: Book 1, Chapter 1. Writer: @jrusso20 Reason: Left the role play.
“And what would humans be without love?"
RARE, said Death.”
― Terry Pratchett, Sourcery.
None yet.

CHAPTER 5 - SUPPLEMENTAL RESEARCH
(Lore Expansions)​

The following are descriptions on lore expansions, and stuff.

Timeline: This is a highly summarized, compacted timeline of 160 years of lore. I will be adding the pre-cataclysm content later, it’s just… Not super important right now.

Races: This is a lore expansion containing information on the various races of the world of Renalta. At present, it only contains the core four playable races--Human, Elf, Dwarf, and Lizardman.

Magic: This is a lore expansion containing information on how magic works in the universe of Renalta. It’s a brief document, so, if you have further, more specific questions, don’t hesitate to ask.

Kingdoms & People: Information about Kingdoms and people. At present, only the four nations of the world are listed--Kingdom of Renalta, Kingdom of Liveria, Kingdom of Rheinfeld, and Free Holds. Further information will be added over time as it becomes relevant.
  • Here is a Spreadsheet containing summarized notes on all faction/kingdom laws & policies on various issues, such as age of consent, and firearms distribution.

Party Members: These are your NPC party members that you will be starting with. They have their own personalities, motives, skills, talents, and so forth. They’ll help you in interacting with the world, and, who knows, may even be interesting characters in their own right assuming I am not a complete fuckup. :p
Name: Amora Mann.
Age: 41.
Appearance
  • Eye Colour: Brown.
  • Hair Style: Long, Ponytail. Bangs kept short, tucked away out of eyes. Clean shaven.
  • Hair Colour: Jet black, with hints of a Charcoal Grey appearing around his ears.
  • Skin Tone: White, almost pale--does not see much in the way of sunlight.
  • Height: 5’9”
  • Weight: 125 LBS.
  • Style of Dress: Prim and proper, orderly, typically with darker tones--in red and black hues.
  • Equipment: A spellbook containing several summonable creatures that has weathered several years of use. He also carries with him a doctor’s bag--pain killers, anesthetics, wound cleaning tools, surgical tools. The bag is black, with a red cross on it, and a bonesaw strapped to it that he can rip out to swing at someone in a hurry if all else fails.
Nationality: Liverian.
Known Facts
  • This is the guy calling for your party to come together and find the Princess--so, in a sense, your mercenary captain.
  • In combat, he relies on summoning creatures to his side to defend him from danger. Otherwise, he’s just a doctor. The closest he has to a weapon is a bonesaw.
  • He was once loyal to the Liverian Noble Council, and in the Civil War, fought on Liveria’s side. Shortly after the civil war ended, his estate was burned, and he was forced to retreat to live with some of his family on the Renaltan side of the border.
  • He has publicly declared that he will find the Princess. He has not declared who he will return to her, or why he is looking for her.
  • He is a clean freak, especially around his medical tools and summoning tome.
  • He was married, once, to an elf. She died when his estate was burned, and Amora has been rather reclusive ever since. Touching on the topic is a sure way to spur on his more distrusting tendencies.
  • He wears a silver necklace around his neck, along with a silver heart-shaped locket that hangs from the necklace.
  • His favourite food is a simple grilled fish, with garnishings of salt and bits of lettuce. It reminds him of his homeland, which he loves, even as it doesn’t love him back.
--------------------------------------------------------------​

Name: Emilia Lang Lehmann.
Age: 17.
Appearance
  • Eye Colour: Green.
  • Hair Style: Bald.
  • Hair Colour: Light Brown.
  • Skin Tone: White, though tanned heavily, occasionally sun burnt in places.
  • Height: 5’5”
  • Weight: 130 LBS.
  • Style of Dress: Generally tends to keep it light and simple, wears little beyond shorts, tank tops and the like.
  • Equipment: Wears a pair of iron-laden boots to break people’s legs when she kicks them, and keeps a half a dozen daggers strapped to various parts of her body to pull off and throw at opponents or wield in melee combat.
Nationality: Rheinfeld.
Known Facts
  • She prefers to avoid raw combat in general, as a 5’5” girl trying to play fair in hand to hand combat is suicide. That being said, when combat does break out, she’ll happily take advantage of duelling opponents to lash out at opponents at angles they aren’t expecting, and if she feels threatened, she isn’t afraid to attack first and ask forgiveness later.
  • She was a member of Rheinfeld’s Church, as a religious assassin. Amusingly, she has a bit of a reputation of comforting wounded soldiers and being quite flirty and playful when she wasn’t in the midst of prayer or on a mission for the Church. Most of her targets remain a secret, but it is known that she typically went after demon cultists.
  • She’s publicly stated that she wants to find the Princess in order to gain her aid in the Rheinfeld-Forsaken conflict.
  • She’s distrustful of magic, and superstitious around magic. She’ll vaguely tolerate her allies using it, but she typically makes her first targets in combat mages.
  • An avid gambler, she loves games of chance--cards, dice, you name it, she’s probably tried it.
  • Due to her time in the Church, she does have rudimentary medical training--she can apply bandages and clean injuries, though anything more advanced than that is beyond her.
  • Her favourite food is milk. No, really, a cold glass of milk.
--------------------------------------------------------------​

Name: Marcus Luke Crawford.
Age: 26.
Appearance
  • Eye Colour: Dark Blue.
  • Hair Style: Short, ruffled, messy.
  • Hair Colour: Dark Red.
  • Skin Tone: His skin holds a darker, brown shade--partially from plenty of time out in the sun, and partially from heritage.
  • Height: 6’4”
  • Weight: 220 LBS.
  • Style of Dress: Typically not often found without his armour, though on the very few occasions that one can see him without it, he wears brown cloth shirts and pants--the clothes of a labourer.
  • Equipment: Breastplate with a neckguard, a simple metallic helm with a mask to protect his face, a chain hauberk that runs the length of his arms and legs, and hardened studded leather pads over his knees and wrists. On his back he carries a greatsword, though when he can’t reach for that, he has an arming sword and shield, and a light crossbow with a pack of bolts fastened around his waist--he’s a walking armoury, essentially.
Nationality: Renaltan.
Known Facts
  • He is a juggernaut of a fighter, using his imposing height and weight to brute force his way past most opponents. That being said, he has been trained for years to fight, and does have relevant combat experience from the civil war with Liveria in its last two years. If his superior strength can’t win him a battle, his excellent skill across multiple types of weapons will. That being said, he is an imposing target, and will often tend to draw attention toward himself.
  • He was once a Renaltan Royal Guard, until he was dismissed from his duties after refusing to follow an order to attack a Liverian witch hunter who was hunting a mage in Renaltan territory. That being said, he is still fervently and vocally loyal to Renalta.
  • He is a patriot to his country, it would be difficult to see why he wouldn’t want to bring back his royal family.
  • He has been trained to resist the effects of magic, and is often aware when it’s being used on him.
  • Due to being forced to kill his countrymen at a young age, and then being instilled with Renaltan values at an older age, he tries to avoid killing whenever possible--instead preferring to overpower and knock out his opponents, or force them to surrender.
  • When he served as a Royal Guard, he was also a trainer for younger soldiers in the military. He has not shaken that mentality, and will likely rapidly adopt a mentoring mindset toward party members around him.
  • His favourite food is whatever the ration master happens to have, so long as it’s not the mystery soup special. In fact, in general, Marcus simply enjoys food.
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Name: Noelle Touchard.
Age: 59. (Elf--so effectively 20 forever.)
Appearance
  • Eye Colour: Brown.
  • Hair Style: Long, braided to keep it out of her way. Runs to the mid-point of her back.
  • Hair Colour: Black.
  • Skin Tone: White as snow.
  • Height: 6’2”
  • Weight: 170 LBS.
  • Style of Dress: When out of her armour, she tends to wear vibrant green and blue coloured robes and dresses, quite happily expressing her femininity at any given opportunity that safety shows itself possible. Otherwise...
  • Equipment: … She sticks to wearing her full suit of custom-made plate armour, which covers her head to toe, and has the insignia of the Mage Collective burned into her breastplate. It shows nicks and wear and tear here and there, but has been well maintained otherwise.
Nationality: Amazonian.
Known Facts
  • She wields magic. Her form of magic is used to create or dispel force--specifically, momentum. She has honed it specifically for herself, and can significantly lower the amount of force of incoming attacks, or increase the force of her own strikes. Thus, she is able to sustain blows from creatures which would otherwise be far out of her weight class, and knock aside opponents as heavy as four hundred pounds in weight. She is a highly defensive fighter by nature, and will generally try to position herself between allies and harm’s way.
  • Though she is an Amazonian, she was quickly recruited by the Mage Collective at the young age of seven, and has thus effectively been raised by the Collective. She vaguely knows some parts of her culture, but not enough to be considered a citizen of it. She often sees herself as “a citizen of the world” and has more in common with Wanderer Elves than any Amazonian.
  • She has publicly stated she wants to find the Princess in order to obtain her magical secrets for the Mage Collective. There are doubts to this claim.
  • She tends to pride herself on her femininity, to the point that some sometimes look down on her for it as a bizarre, uncharacteristic fascination with a child’s dream.
  • She is still technically a member of the Mage Collective, and is beholden to their commands.
  • Being an Elf, she is extremely long lived, and has lived long enough to personally witness the destruction of the Renaltan capital. She still has nightmares about it.
  • Her favourite food is apple pie. Really, anything with a sweet taste will do.
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Name: Anthony Bulgarelli.
Age: 26. (Dwarf.)
Appearance
  • Eye Colour: Brown.
  • Hair Style: Long and braided, everywhere. Has a beard, but often cuts it to keep it around neck level--so as to avoid it cluttering his belt.
  • Hair Colour: Brown, though portions are singed black.
  • Skin Tone: Brown.
  • Height: 4’1”
  • Weight: 210 LBS.
  • Style of Dress: A rotund dwarf as he is, he primarily wears thick leather shirts and pants, with a utility belt loaded with ammunition, tools, and ammo, and a backpack filled with the materials needed to design traps and explosives of all sorts. He carries a pick axe at his waist, a rifle slung to the bag, and a pair of pistols on his lower back he can rip out and fire at opponents in a hurry if necessary.
  • Equipment: As mentioned above, plus a bag of marbles he carries to throw in front of opponents or behind himself to trip them up if necessary. Anything to buy him those extra few precious seconds of life.
Nationality: Free Holder.
Known Facts
  • He prefers to avoid combat, but when negotiation fails him, he is quick on the draw with his pistols and has quite the aim with his rifle. He prefers to set traps, fling explosives, or snipe from a distance, and is quite effective at killing men in armour far thicker than anything he could or would wear.
  • He’s been around the Free Holds, working for various Warlords in manufacturing them engineering marvels. None of them truly appreciated his talents, however, so he left them--why serve men of little ambition when he could simply seek greater ambitions on his own?
  • He figures that once the Princess returns to Renalta, she’ll need a good gunsmith--someone who could appreciate his talents and pay him well. It’s the only nation he knows that actively would need someone like him around to maintain their arsenal.
  • He keeps a cat around with him, which he’s affectionately named Cynthia. She comes and goes of her own volition, and he often uses her as a last minute warning sign of trouble.
  • The guns he keeps, he made himself. He could likely produce more of them, given the appropriate tools and time.
  • It’s very likely he does carry a couple of magical artifacts around with him, but he’s kept the details of those items to himself.
  • He makes no secret that he doesn’t really care for food. It’s a thing that keeps him alive, but beyond that, who gives a shit what’s for dinner so long as it’s there?

Holmishire's CharBriefs: The characters of the role play, categorized into a spreadsheet. Thanks to @Holmishire for producing.

World Map. (2017-12-08, First Chapter.)

Chapter 6 - Story Progress

Book 1: Awakening (In Progress. Chapter 2/8.)
  • Chapter 1: The Estate. (Link.)
  • Chapter 2: Witch Hunters. (Soon.)
Book 2: Odyssey (Chapter ?/?)
  • Waiting on Book 1 to be completed.
Book 3: Reckoning (Chapter ?/?)
  • Waiting on Book 1 and Book 2 to be completed.
Book 4: Ascension (Chapter ?/?)
  • Waiting on Book 1, Book 2, and Book 3 to be completed.
 
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-----PERSONAL-----
NAME:
Laurenz Eckhart
RACE: Human
AGE: 33
SEX: Male
APPEARANCE: Broad shoulders, fit but not overly muscled. Fairly tall, about 6'2" in height, and weighing approximately 270 pounds. Short, Dirty Blonde hair, with a short, well-maintained beard supported by a strong jawline. Blue eyes under fairly thick eyebrows show a mixture of experience and despair.
EQUIPMENT: A customized suit of platemail, with the left arm cut down on armour to facilitate the use of a shield, and no helmet, though a torn and worn tabbard adorns the front, showing a faded Rheinfeldan emblem. He wields a customized tower shield, with a large notch-like area missing from the left side (right side facing the inside of the shield) to hold a spear or a rifle in, and bottoming out in a pair of triangular flanges, to facilitate stabbing it into the ground for added support. In combination with this, he has a main arm and two side arms: First is a rifle that (one of many acquired from unscrupulous dealings between his house and the Free Holds at the outbreak of the Rheinfeld civil war) he had customized himself; the overall frame is reinforced with long strips of metal, and the barrel is heavily reinforced to prevent damage to it when the gun is used to parry attacks. Attatched just under the muzzle is a wicked-looking bayonet, permanently affixed as if it was part of the construction of the weapon. For times in which he must abandon his rifle and shield, he has a hand-and-a-half sword at his hip, and a dagger in his boot.
BLOODLINE: Minor noble household of Rheinfeld, though status doesn't matter much anymore in the ruined country.
BIOGRAPHY: Born three years prior to the outbreak of civil war in Rheinfeld, Laurenz of House Eckhart was a fine young lad, bright-eyed and optimistic, even while the civil war raged far from his house. Truly, he represented the country's motto proudly up until his teen years, when his world came crashing down and the war effort came to his house. Everything changed when he was sent to war, and he learned the horrors of not only battle, but the enemy his people faced: The Forsaken. Having survived many battles as a shieldbearer on the front lines, some of his comrades said he was a miracle sent by God himself, but the young man did not see it that way.
A few years passed, and the war weighed heavily on the man's body, and on his consciousness, and on his soul. He had lost many friends, some of which he had to put to the sword himself for joining the enemy. The young, wide-eyed boy was long since dead, and only a broken man, truly reflective of Rheinfeld's current state, remained. One day, he decided to pack up and leave, though not before a midnight raid on his encampment. Once more he lost comrades, and once more he lived to tell the tale. Instead of returning to his superiors, he left, the decision weighing heavily on him, though ultimately overshadowed by his guilt and loss from the war.
Now he finds himself staring at one last glimmer of hope for his people, one last shining light in the darkness, and he utters a single phrase as he trudges heavily towards it: "Glaube Vervaltet".
----OPTION: MUNDANE----
SKILLS/TALENTS:
A skilled shieldbearer, capable of defending against most any charge, or any heavy, unwieldy blows, even with a normal shield. Also skilled in the use of spears, swords, and rifles, he is a deadly combatant at most any range.
STRENGTHS:
  1. God-Given Strength: With a powerful build, and the skill to use it, Laurenz can lift quite the heavy load, wielding his shield with surprising ease despite it's size.
  2. Will of Rheinfeld: With the determination befit of his people, he will refuse to bow or break, even in the most dire of circumstances.
  3. Sentinel and Striker: An expert at fighting defensively, Laurenz can parry or deflect most blows, even without a shield, and strike back just as swiftly.
  4. Veteran of the Long War: Years of frontline warfare has trained his sword arm and his aim to an impressive level. He can give as good, if not better, as he can take.
  5. Anvil of God: Laurenz is a decently-competent smith, capable of working with both armour and weapons, as well as simpler metalworking. All of his equipment's modifications were done by himself, and he takes great pride in his work.
  6. Free Holds contacts: Due to dealings in the past between his family and the Free Holds, Laurenz has a small number of trusted contacts in the slaver nation.
WEAKNESSES:
  1. Glaube Scheitert: The countless battles that he has somehow survived weigh heavily on Laurenz, the memories of the lost still haunting him this day. He rarely sleeps, and when he does it is quite restless, usually interrupted by vivid night terrors and reliving those horrid scenes.
  2. The world is a stone, chained to my ankle: Due to his equipment, and the weight of his experiences, Laurenz isn't very maneuverable or fast. Even out of armour, he struggles to keep pace with those his age.
  3. Debts Owed; Debts Paid: House Eckhart owes a great deal of money to their contacts in the Free Holds, and they will soon come to collect, if not in coin, then in bodies.
-----BACKEND-----
MOTIVATION:
Laurenz seeks to return the Princess to her rightful throne, that she may cast out the Archangel once and for all, and whether it be directly or indirectly, end the civil war in Rheinfeld.
GOALS: Redemption, Penance, and Forgiveness, for the sins he had committed on the killing fields, for his abandonment of his people, and for those he could not save. He also wishes Rheinfeld returned to its former glory, no longer plagued by the Forsaken's foolish struggle.
VALUES: Values honour, integrity, and love for one's fellow man. Any fight he partakes in, he will fight fair, even if it results in his loss. He also values a quick death, due to the amount of suffering he has seen in the civil war, and by extension he values the prevention of suffering in general.
ANATHEMAS: Blind zealotry, Violence without a cause, callousness towards the downtrodden, The Forsaken, Abarron, Defilement of religious objects
FAVOURITE FOOD: Steak, medium-rare, seared on the outside, seasoned with salt, paired with a cool Rheinfeldan beer.
SIGNATURE: DeadAxl
-----NOTES-----
Background notes: The details of the "deal" between the Free-Holder merchants and House Eckhart are as follows:

Alexander Alessandri will provide the following to House Eckhart:

  • 20 (twenty) Renaltan-make Rifles, each of similar Quality
  • 20 (twenty) shipments of ammunition and powder
  • 1 (one) captured gunsmith, to be "employed" by House Eckhart
House Eckhart will, in trade, provide the following to Alexander Alessandri:
  • 10 (ten) crates of Rheinfeldan Steel (to be delivered over a ten-year period)
  • 50 (fifty) able-bodied persons to be "employed" by Alexander Alessandri (to be delivered over a ten-year period)
  • [An amount of gold pieces greater than the value of the rifles], half to be paid up front, half to be paid upon the final delivery
Free Holds Contacts: House Eckhart has three contacts in the Freeholds:
  1. The aforementioned Alexander Alessandri, a black market merchant whose shady practices are only matched by his shady stocks.
  2. Anton Machiavelli, a ruthless mercenary, upon whose exploits House Eckhart were built.
  3. Agnese Barone, a cunning businesswoman who runs a spice trade out of Legamhold.
 
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-----PERSONAL-----


NAME: Bakar Ibaiguren
RACE: Lizardman
AGE: 37
SEX: Monogendered
APPEARANCE: If Nilum loved calling Lizardmen the frankenstein monster than Bakar is the perfect specimen of his kind. Standing 8’6 feet tall and weighing around 352 of mostly muscle, he stands tall and proud with his rough, pointy, green scales. His shoulders and tail shows several scars from where limbs had to be repaired after a long time’s worth of resting and eating. His tail is quite long in comparison to many others of his race, going out around 7 feet long at this point with long, bright red colored spines. On the back of his head are two long red fins that go from the sides of his forehead, down to end at his neck. Several small, dull spikes surround his eyebrows and jaw and between the two ‘fins’ they go down his back and tail.
EQUIPMENT:

  • Weapons: Bakar urilizes Pozutamusu as his main weapon for battle with a simple curved, thick-bladed dagger as his side weapon. Pozutamuse is a magical weapon that has a steel, double pointed tip like in the image and always drools a mucus like liquid that may either be a poison or a cure for one.
  • Armor: For his armor he wears leather armor. Not the leather armor like what you’d see in roleplay games, but rather small plates of leather tied together with small metal studs. Finally On the back of his leather armor are long, tall ‘wings’ with large black feathers upon them. Going up and curving backwards over his head, appearing like Polish hussar armors.
  • Other: A small bag of warmstones, a whetstone, a watterskin, a large bag full of at least a month’s worth of Jerky should he ration properly, a shiny silver amulet with a purple gem on it, 3 gold coins, a pet beetle that likely fell in his simple leather satchel.

BLOODLINE: Tribal Lizardman…

BIOGRAPHY:
Like many stories of lizardmen, there once was a noble-man who was traveling with a small guard through the freeholds for one reason or another. And like many, many people before him he traveled on the wrong road at the wrong time, being overwhelmed by a band of marauders, led by an infamous lizardman that was taking advantage of all the chaos within the world at the moment. As the man’s guards fought valiantly and dutifully against the mixed group, he tried to run, hoping that he’d be able to reach a point of safety. That is not how his story would end as Bakar’s father followed, trapping the man before taking his prize with a loud, bloodcurdling scream. While the two were alone in their ‘intimacy’.he was taken by the lizardman, forced to be Bakar’s mother.

A month later Bakar was born, born out of the blood of his male-mother who died as ‘she’ was in the process of transforming and birth. Bakar and 9 others would grow within their new family, a band of raiders and murderers. A largely diverse group. By the age of 11 he’d start going on raids with the others, being used to hide and poison the towns or villages raided by them or to go through small areas to find hidden treasures for the marauders like the others. When he hit the age of maturity he got his first ‘prize’ and manages to spread his parasites, enjoying every moment as he ruthlessly took his prize. For a couple years that’s how his life was spent, in the countless raids or attacks he’d always try to capture at least one victim that he can breed with, forcing them to be his and lay his next of kin, in which he’d leave his victims to wander until they release his next of kin, not caring for the consequences of his actions. In time he’d receive a nice amulet from his father as a gift, being his ‘mother’s’ as a reminder of the noble his father captured and kept for his amusement.

By the time of 3 years, Bakar and his allies celebrated his 40th prize, one for every raid his group done within the year and some times he'd get two to three prizes at a time if lucky. It was of this celebration that his father granted him the spear, Pozutamusu. He was taught the purpose of it and that it once belonged to a chief of one of the greater lizardmen tribes, given to a friend of theirs as a gift and eventually passed down from marauders to pirates to raiders and more, all solely lizardmen that earned the "Poison kissed whore" for their success to further populating their kind. One of the proudest moments of his life.

Throughout his life he could say that he traveled around the lands of the freeholds, sometimes they’d go out but overall they stayed within the lawless lands, enjoying their life as they had some from the other races trade supplies within the cities. For the first time of his life he saw what a lizardman tribe looked like, amazed by the way they lived and that his own kind lived in such a community, having only ever knew the life of a traveling raider. And as they left he’d keep in mind exactly where the tribe was, wanting to see it again some-time. During this time growing up he'd hear stories of the world, stories he often ignored and paid no mind too as the drunks would slurr their tales as they rested in the camp-fire.

Not even a few months passed as the Marauders decided to be daring, a highly risky operation that would grant them all the highest pay-out yet. With the help of 4 of the other most successful marauders in the land, they would attack a city for the first time, and topple down one of the black council, in which they’d replace with their own stronger leader. With an army of 15,000 they traveled far, only to be met with 2 of the 5 groups of raiders to spontaneously turn, attacking the other 3 groups in an ambush. Feeling overwhelmed and confused by such a battle of great size, In the middle of poisoning someone he was hit on the head from behind by someone of his own tribe and fall into a mud filled ditch. He was out, cold, hidden in the mud his body rolled in. When he finally woke it was all over. His ‘tribe’ was gone, many dead in the grand battle but some bodies were missing like some of his siblings, and many of the other raider groups had major losses as well. A trap for power and there was no signs of a clear winner, only blood covered the ground. He was truly alone for the first time in his life.

So he traveled, making it to Rheinfeld. Alone and confused there he reached lands he never touched before, only to learn that the life outside of the freeholds was far more harsh for his kind. For 5 years eyes of distrust was always set upon him and soon he’d learn that he was a monster of society, detested, hated and treated like an outcast for simply being what he is. When trying to gather supplies he was met with a cold shoulder or to be told to go away, when he tried to ask for help he was simply ignored or had guards called onto him without reason. It didn’t take him long as to why they feared him so much, he was a rapist and breed by taking their lives away, just like what his father did to his mother. He was a monster in a world dominated by them. It was then that he learned that he will never have a place of respect in the cities.

The only good thing to come from this was that again, stories of the lost princess who may or may not be alive were told as he eavesdropped on the humans, elves and dwarfs talking. Each time he could only chuckle, thinking about how funny it'd be if he found her and she told all the other races how cruel or foolish they were with how they treat his kind, simply for how his race breeds. The thought of such a princess telling them that his race can be equally, if not more honorable than them was a pleasing one. That said, he'd believe it to be just a tale, such a princess would be dead by now and there was no hope for such thoughts. Believing that, he'd still pay no mind to it other than a fool's hope for the world to change.

By the age of 24 he was out alone, staying away from the cities and travelling west, as far west and alone, hiding from everything he could. Traveling to survive in hopes to find a new family and a new home. He was lost and confused. Eventually though, he was back into the freeholds and a couple months after, he reached the tribes, asking to be one of them and explaining what happened, that he was alone and had no family, and that he is lost, wishing to be a part of something greater and to live in peace with his own people. They accepted him with open arms, his new family was the forest tribe of the lizardmen. The tribe of Zutibor.

For the rest of his life he’d live with his own people, happily and enjoying his life with them as he found it to be a truly peaceful life. He learned how to truly fight with a spear and knife and how to hunt like they did. He learned how to fight like a true lizardman should and most importantly, he learned the honor his people had and the ways that they held so sacred. He would live on the near-outskirts of the tribe, loving to wander in the forests and gather herbs and poisons in it, learning to brew elixirs and tonics with the shaman, along with how to cure his poisons.

As he lived happily with his people, he’d feel at peace but thinking back to his life in Rheinfeld and how he was treated. Remembering how united the races were and thinking more on the fact that his own people were split apart in their tribes, he’d begin to ask questions about why they never united the tribes. A foolish idea and a clearly dangerous one, yet still he wondered and thought about it. Wondering how a state of lizardmen would be or better yet, how a life with united tribes would be like. He held onto it, loving it as much as he loved the tribe he was a part of. He wanted to live to see the day his people were one, a day where all races no longer looked at them with fear, but rather with honor and pride and a day where the tribes traded not only with themselves, but were important enough to trade with the other cities.

As time passed he decided it was finally time, after hearing from a lizardman marauder, just like he was, trading with his tribe peacefully he learned of a man named Amora Mann. A man looking for a princess of sorts who ruled over large, powerful lands at some point and that there was a possibility that she could be alive and found. A spark of hope was formed and his long old thoughts he set aside as a fool's hope seemed to come back to him again. It was in that moment a plan went through his head and three days after hearing the rumor he decided it was time that he brought great honor to his tribe and people. And with his final goodbyes and getting supplied with the help of his tribe, he’d leave off with the hopes of being a hero of his people and to change a cruel world into one of acceptance, understanding and pride for his kind.

And so he left, both looking for a mate who would accept him and bring honor to him with his/her self-sacrifice so he could bring pride to himself after a long life of cruelty and more importantly, to find the princess with this Amora Mann in a fool’s hope that she would help him and allow his people the freedom to be one and their own state. This time with all the lessons of his past, learning about the world he never truly knew or cared for until now, realizing that it was far more cruel, harsh and broken than anything he ever knew.


-----OPTION: Hybrid----
MAGIC CONCEPT:
Pozutamusu ~ "Poison kissed whore" is her name, an enchanted spear that was passed down from lizardman to lizardman after they claimed 15 people and made them theirs till death or abandonment. A simple looking spear with a green steel double pointed tip. It drools a liquid, mucus like substance that may poison or cure a poison whenever he wants. When commanded, it may release a toxic cloud or spray out it's poison, though either way it's effects vary depending on what he wishes it to do..

SPELL EXAMPLES:

  1. Just the Tip: The double tips of the spear is constantly covered in a smiley substance and even drips. This slime hods a variety of abilities that, when stabbing someone or rubbed onto the wound, may either poison it's victim or cure them from a poison.
    • His Special Touch: This is half of the ability, the blade is poisoned and whenever it cuts someone it fills their bloodstream with it's poisonous venom that may slow them down till they become paralyzed after a certain set of time, Make them feel very sleepy and pass out, leave a burning rash on them that'd grow more and more, make them confused, dizzy or hallucinate and finally, simply attack their blood and organs until they die painfully.
    • The Curing Lick: Bakar's spear's tips' slime is capable in also creating a cure to poison that can either be rubbed on the injured area where the poison entered or be mixed with his saliva or water to be swallowed and ingested in order to cure a poison.
  2. Lover's Smell: The tip of the spear releases a toxic gas that, when it is breathed in can cause internal damage to a target's lungs, numbs their muscles and make their bod feel heavy so the target is ‘slowed’ in a sense or force them into a temporary coma, knocking them out for a long enough time to make an escape. This gas comes out from the spear's tip and shoots out into the direction that he wants within the distance of 30 feet. Most of the time these gasses are colored and visible.
    • Pheromones: A variant of "Toxic Cloud", he can have his spear release a sweet smelling, near translucent pink toxic gas from the tip that, when those around it inhale the toxic fumes, their mind is affected slowly to force them to be more agreeable, less cautious and more willing to do and follow what Bakar or his allies say due to it's hypnotic effects and hallucination ways, making them feel like they want to do such. The more gas they inhale, the more agreeable they become. Though when they stop smelling the pheromones, within the span of 10 minutes they'll be back to normal, remembering everything clearly and will be very, very disgusted or mad from it. As such often holds a very, very heavy consequences that may result in a hunt for vengeance, banishment from towns or villages and even further create major distrust with most people.
  3. A Thorough Painting: When pointed towards an enemy within the distance of 35 feet, his spear sprays out or shoots a load of the smiley poisoned liquid, covering his enemies in the poisoned substance that takes effect via skin-contact. Normally irritating their eyes, creating a burning rash on their skin or blisters on their skin, make them itch intensely or coat his friend's weapons with a variety of poisonous effects to use on their enemies before a fight.

STRENGTHS:
  • Pozutamusu: (See above)
  • Hunter-Survivalist: Bakar learned from his time as a Mercenary and as a Tribe’s man how to find and hunt for food, how to find water, now to navigate and how to create temporary shelters in the wilderness of various types of terrain. He is an expert only in Forest and swamps however and moderately proficient in surviving other terrain types.
  • Lizardman Martial arts: Bakar was taught how to properly wield and use a spear for combat and how to utilize terrain for and advantage in guerrilla tactics. He is mainly taught to hide and ambush his enemies whenever possible, utilizing his large size, long tail and body to overwhelm his enemies before they could fight, grappling them or tackling them as he goes for their throat while trying to take as minimal amount of damage as possible. Of course he can hold his own to a reasonable level for a while until help arrives.
  • Lizard of the Wilds: Bakar spent a bit of his time practicing his magic through hunting or wandering the wilderness around his tribes, keeping himself in the peak of physical fitness in the process by constantly running, carrying heavy game that he caught and more. Thus making him a very big and fast lizard.
  • Herbs & Apothecary: He has an interest in learning how to identify certain plants that can help or harm the body and turning those plants into cures, tonics, teas and the like, wanting to help more and learn ways to better help others. What he doesn’t know he’ll happily test to learn more.
  • Lizardman of Lizardmen: He knows how to talk and treat his people, often finding allies with his own race rather than others, able to find refuge or receive some form of hospitality or help from the tribes of his own people within the free holds. This of course comes at the cost of being able to get along well with the other races.

WEAKNESSES:

  • Wielding Pozutamusu: People of other races and some in his own tend to hold a disgusted view of the spear if they recognize it, often hating how it's abilities can be used just like the slavers of the freeholds an it's past within the hands of raiders, pirates and more add to the hate for the spear.
  • Shy and Silent: When dealing with other races, he learned to keep his head down, staying silent and keeping himself at a distance. He’d give short responses but nothing more, almost completely distant in this regard and will try his best to stay all but completely hidden from those he’s supposed to be allied with, work for or accompany. Afraid of the worst after living it before. In major cities or large towns he’d even feel a bit of anxiety. (Other Lizardmen in the other-hand calms him down a bit.)
  • Claustrophobic: As the name suggests, he is deathly afraid of confined spaces, being uncomfortable in them and sometimes may even panic. This doesn't hold too big of an effect in the forests or wilds so much as major cities though. Tall, narrow alleys or small rooms with not much availability to move or passageways that are small all are what he often panics about most for one reason or another.
  • Curious: He is still learning much about the world and while that may not seem like a bad thing, it can cause him to take major lapses in judgement or common sense which tends to get him into serious trouble unintentionally, especially since he never once lived within the civilized world and only ever knew of his tribes and being a mercenary during his upbringing.
  • Passive: Despite his magic, he would rather not want to kill people and instead would prefer to use non-lethal or even possibly diplomatic methods in order to solve situations. This is another weakness because it makes him hesitate when he shouldn’t or let major threats go to lick their wounds and come back another day. (That said, he CAN kill when absolutely needed.)


-----BACKEND-----
MOTIVATION:
There are two reasons why Bakar wished to join this journey. The first is to be a hero to his people, bringing honor to their name for all to see. The second is that with the Princess returned to her rightful throne, she’ll help protect his people and allow him to unite the lizardman tribes.

GOALS: His main goal is to be a hero of his people and change the view of his people to be more positive in the world while uniting the tribes so that they may be taken more seriously as well. His secondary and more personal goals though is to simply learn more about the world and find a mate (Or mates) that’d accept him and allow him to breed with. Maybe make friends and allies with people outside of his tribe.

VALUES: He values the ability to fend for the self and the ability to survive alone, being a survivalist himself. He does hold up to a relatively loose code of honor and looks up to those who uphold stricter codes. He values learning and finds it good to be curious and ask about everything possible in the world he only just began to discover. He values a foolish idea of bettering his people and them becoming a united people, working with the other countries rather than being alone and growing as a proud, honorable and praised people rather than fearsome rape-monsters. He values silence and appreciates long quiet moments where he can gather up his thoughts or focus on interests that he have. Finally he values friendship and acceptance the most.

ANATHEMAS: He finds large cities to by crowded, confusing, and very tight and hard to move in, sometimes to the point of getting serious anxiety and panic attacks. He dislikes loud noises, finding it distracting and despises closed, close spaces. His past experiences with other races lead him not being too trusting with them and would often distance himself to stay out of their ways. He doesn’t fully understand the desire for material things, finding such frivolous spending on things without worth to be annoying as he prefer the more simplistic lifestyle.

SIGNATURE: Drakel
 
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NAME: Sisera De Platine, 3rd Steward of Renalta

RACE: Human

AGE: 41 (though technically he should be in his mid 80's)

SEX: Male

APPEARANCE:
portrait_painting_8__oils_by_jfgallery.jpg
Sisera is a well built man at six foot, with broad shoulders and a lean muscular body. He has a trimmed goatee and short black hair along with faded violet eyes. His body is covered from his feet to his neck in scars; thousands of puncture wounds ranging in size from tiny needles to large circular scars up to three inches in diameter. His clothing consists of a long sleeved black tunic and brown work-pants tucked into a pair of cowhide boots. He also wears a long black furred cloak for longer periods of travel.

EQUIPMENT: A pair of swords sheathed to either side of his waist. His dominant sword is an Estoc, made primarily to pierce armor (though it cannot cut or slice very well) that is 52 inches in length. His secondary sword is a simple broadsword around 39 inches in length.

The black Tunic that he wears has small metal plates sewn into the fabric to offer some minor protection to his person.

BLOODLINE: Arcana, was born into the higher echelons of Renaltan society but is not technically a noble.

BIOGRAPHY: Sisera was raised in the family of the De Platines. A family that had served as the Stewards of Renalta for the past two generations with his Father, Harald De Platine, serving as one of the more controversial Stewards. In public he was a fat, jovial man with a reputation for gluttony and drinking one to many mugs of mead and glasses of wine. But it served as a clever facade for his scheming and cunning nature as the closed door representative of the royal family whenever there happened to be private disputes with the nobility. This left the De Platines with a rather close bond with the royal family but at the expense of the rest of the nobility disliking or outright hating them.

Due to this Sisera led a rather lonely childhood. However, Harald, on a hunch paid a mage to inspect Sisera to see if he had any tell-tale signs of magical ability. Harald's guess was proven correct and Sisera showed promise with it at age 8 and by the time he was ten years old was well on his way to becoming a fire mage of incredible talent. Reading hundreds of books on the overall subject of magic gifted to him by his father. By the time he was 15 years old he seemingly had not only mastered this volatile magic but had developed his own brand of casting it that relied on using body movements to control and cast magic instead of simply using one's mind. This led to him being called "The Fire Dancer" and he would often put on small shows to entertain foreign diplomats.

During this time of his studies he also demanded that he take swordplay lessons. Sisera's constant harassment to his father on this subject led Harald to teach what he thought would be cruel lesson on Sisera and hired some spare mercenaries from the north. Hoping that their harsh lessons with hard wooden swords would deter the boy. To his Father's shock, the boy, despite being covered in bruises and cracked ribs kept attending lesson after lesson. Over the year the combination of his specific style of magic casting and his sword training gave him an athletic, muscular body.

Sisera was 18 years old when Camilla was born. Within a few days after paying respects to the infant in her cradle the Queen noticed a strange devotion in Sisera as he would come by every few days to inquire about the health of the child. His loyalty to Camilla did not become truly apparent until a year later when Camilla was stricken with a life threatening fever. Soon after, Sisera disappeared and Harald and the Royal family learned that he had headed to the outskirts of the capital to build a makeshift shrine to God where he prayed for the Girl's survival. After three days of praying, Camilla, whether by coincidence or not, slowly became healthy again. Sisera's alarmed father went out to fetch his son and was shocked at the malnourished state the young man was in and soon caught a fever himself.

When Princess Camilla reached five years of age, Sisera became entrusted as her caretaker. As the years went by, her own latent magical ability began to emerge and Sisera requested that he also act as her tutor for the years to come. A request that was quickly granted. And so like his father had done for his son, Sisera gave Camilla all the books he had on magic and taught her everything he ever knew. However, it would sooner or later become apparent the Camilla, like Sisera, also showed incredible talent with magic at a young age and by the time she was 15, there was nothing he could teach her that she couldn't simply teach herself.

When his role as Camilla's caretaker and tutor came to an end he began to isolate himself and gained a reputation among the upper class as an eccentric and recluse. Sisera learning the trade of his Father did little to help his reputation and he began to show up to court as his Father's representative due to the latter's old age and ill health due to a lifetime of nonstop drinking and feasting. Harald eventually stepped down and Sisera officially assumed the title of the 3rd Steward of Renalta. He saw little of Camilla during those years outside of formal appearances at court and usually only addressed her with a respectful nod and bow. While he maintained friendly relations with the King and Queen, privately, he seemed more distant and stoic than before.

As Steward at court though, Sisera developed a fiery reputation and his public spats with the nobility-who grew to hate him even more than his father-would become infamous. An amusing example was when he would verbally spar with anyone who wished to claim Camilla's hand in marriage. Pubs and Inns across the capital would roar with laughter as bards would sing about every flaw Sisera had listed towards possible suitors.

When Abarron began his march towards the capital, Sisera, along with the Royal guard led the defense of the city as his aging Father assisted with spiriting the three Princesses to safety. Though Sisera's magic was limited due to the Templars, he picked up his swords and fought in the streets for hours against the mercenaries until he was beaten back and retreated to the court room, where he found the Archangel had already slaughtered what was left of the royal family.

In his rage, but with no magic left to spare, Sisera threw himself upon Abarron and was quickly defeated. Beaten and at the feet of the wrathful Angel, Abarron demanded Sisera tell him where Camilla was, only for Sisera to spit on him in response. It was then that Abarron's capacity for cruelty became apparent. He took Sisera as his captive and paraded him around the burnt capital for his entire invading army to see.

He then brought him to a secret place, a cavern deep beneath the earth and locked him in an iron maiden. One with twisted magical properties. The spikes within the Iron maiden would shoot out and pierce deep into the skin and muscle, it would then begin to rotate and twist within Sisera's body; scrambling his nerves and muscles before retracting. But the Iron Maiden's magic would heal Sisera's internal damage to an extent and keep him alive in morbid suspended hibernation, where he would never age and never die from his torment.

For 45 years he was locked in that device, with Abarron planning to release him at his own whim, hoping that Sisera would be more susceptible to tell the Archangel information about the last remaining member of the royal family. For 45 years Sisera dreamt of nothing but the pain of serrated spikes and needles ripping into his flesh.

Then something extraordinary happened. Earthquakes deep beneath earth began to convulse around the cavern that housed Sisera's prison. Rock and dirt violently shifted and Sisera's hellish sarcophagus began to rattle and shake violently until it's magical lock was broken and Sisera stumbled out. Free for the first time in what felt like an eternity. His mind warped and fragmented and his body mutilated. For three weeks he wandered naked into the depths of the caverns, feasting on the unnatural creatures that dwelt in the underground for sustenance. It was only when he stumbled upon a small community of astounded dwarves was he given respite from his mindless wanderings in the dark and that he finally found some respite in the thralls of his madness. As the small dwarven enclave kept him isolated, astounded that they had found what was essentially a naked lunatic stumbling out of the darkness of the unknown, they reached out to their contact within the Mage Collective, an organization that they traded certain minerals and gems for in return for other goods such as food and equipment.

It was then that the Collective sent one of their agents, Noelle, to take Sisera and bring him back for their inquiry. As the Elf journeyed with the madman, his ramblings and random spurts of explosive raw energy followed by howls of pain gave Noelle the suspicion that the heavily scarred lunatic was more than he appeared to be. When Sisera was handed over to the collective and was given Noelle's report on the man, the elders immediately became concerned and restrained Sisera in order to better probe his mind. It was only through hours of sifting through fragmented memories and emotions did they discover his identity and more importantly, what had happened to him. For over a year, the collective utilized what was essentially magical psychotherapy upon Sisera. A magical technique that had originally been created for brainwashing was now ironically being used to attempt to restore the Steward back to what he once was. Some would argue with only mild success. Enough of his fragmented mind had been stitched together enough to make him a functional human being, but his mental state was still resoundingly unstable and had developed a number of coping mechanisms.

It was then he began to recover from his previous insanity that he learned of how much time had passed and what had transpired in his absence. The world he once knew was gone and even more than that. His body had changed for the worst. His nerves were damaged beyond repair to such an extent that not even the mightiest of healing magic would ever help him. The strong constitution that he had built up within his years of training with was obliterated, for even a good simple punch felt like his bones were rattling and cracking inside his body. Even his magic had been robbed of him. Trying to cast his once acclaimed fire magic would result in pain shooting up through his body before the spell would simply explode in his face. The heat and fortitude required for such volatile magic was too much for his fragile body to handle. He forever lost it's touch.

But magic itself had not escaped him. Determined to be able to use even a fragment of what he was once capable of, he experimented while living among Mages, taking advantage of their vast archive of written knowledge and forced himself to learn "smoke magic" A bastardized form of fire magic seen as nothing more than a cheap trick used by street performers to entertain children. Yet Sisera, with all his general knowledge on magic managed to figure out how to make it an effective, if niche, ability.

When Sisera was deemed well enough to actually live in the outside world he offered his services to the Mages Collective as repayment for their help until the time came when Camilla would return, where he would once again pledge his eternal loyalty to her. For the past four years he has wandered the Southern lands as an agent of the Collective, gathering any intel that would be useful to their goals

OPTION: MAGIC
MAGIC CONCEPT: Sisera utilizes smoke magic through essentially 'lowering' the heat of his former fire magic to such an extent that not even a warm ember can remain and all that is left is the smoke. His method of casting spells is less through mental fortitude and more through the movements of his body, the larger the movement, the faster and larger the smoke will become. Simple movements of his fingers for example can result in small lines of smoke coming from his hands. With simple gestures like this he can build up a large amount of smoke, but it would take quite some time. On the other hand, large flashy and dramatic movements involving his entire body can result in a large explosion of smoke in an extremely short period of time.

SPELL EXAMPLES: Sisera's smoke can be manipulated to any general shape and has quite a few practical applications

Cannot see, cannot breathe: A primary application is Sisera shooting smoke out into someone's eyes, the stringing sensation and the water that builds up around the eyes may be just enough of a distraction for a well place sword swing to hit its mark. However, if Sisera can manage to get smoke into a person's mouth, he can flood their lungs with smoke, essentially suffocating and killing the victim if Sisera so wishes.

Flood the room: Within a short amount of time, Sisera can release a massive build up of smoke. This can serve as quick cover to make an escape, or to obscure himself and others from enemies before striking them unaware (make sure to hold your breath!) or flooding a group of enemies with smoke to leave then disoriented and coughing. In this last application Sisera cannot flood enemies lungs with smoke. For in this instance there is too much of it and he isn't dexterous enough with his magic to control it to such a detailed level. However it goes without saying that if the enemies for one reason or another can't escape for smoke (trapped in an enclosed area perhaps) they will naturally suffocate, pass out and die.

Sensory smoke: Sisera has quite a long range with his smoke, it may be that he won't be able to see what he's doing if its out of sight. But he'll be able to sense it. If for example he leaves out smoke trails low on the ground, he'll be able to tell if someone walks through it. It's excellent for helping to keep watch when everyone is setting up camp for the night and can also serve as a trap to enemies. If they walk through the smoke, it can shoot up and potentially blind or even choke them if they're unlucky. This can only work if the smoke trail in question is still connected to Sisera's body in some way though. If he breaks off the smoke from himself, he can still control it but its sensory abilities will be lost on him.

Color change: One of the few aspects of his magic that requires using his mind more than his body his changing the color of the smoke to anything that he wishes. This doesn't have many practical applications but it helps with meditation and soothes Sisera's mind.

Controlling outside smoke: Something truly difficult for Sisera to do is control smoke that he himself doesn't make. Say from a fire for example. This is primarily because he has to manipulate this smoke with his mind, rather than his body and can tax his stamina quickly and leave him exhausted. Shouldn't be done under most circumstances.

STRENGTHS

Smoke Magic: [See Above]

General knowledge of magic: : Sisera has a impressive knowledge of the diversity of magic that permeates throughout the land. Though he is more learned in elemental magic than anything else, other forms of magic he at least has a understanding and grasp of how to fight against it.

Athletic: Despite his horrendously poor pain tolerance. Sisera even in his older years has still maintained his lean but powerful muscles. This is mostly due to the combination of the martial training he received as a young man and the the more physical dance-like style of his magic casting keeping his body in shape after all these years.

Swordsmanship: Sisera is a well trained swordsman and can hold his own against more veteran fighters. If he is impromptu given a sword, whether it be one handed or two handed he will know how to use it competently. He carries two swords, an estoc designed for piercing armor and a simple broadsword for slashing. He can duel wield these two weapons though he prefers to wield the Estoc alone with his dominant hand.

Courtly etiquette: Though Sisera's family did not come from nobility. His station demanded of him to be educated in the fine and proper ways of court. Though his days as the court steward were often rife with fierce arguments against other nobles on a whole slew of subjects, he was incredibly articulate with his fiery language and never acted in a manner that would be considered demeaning of either the court or the royal family. He is also reputed to be quite a good dancer during times of ceremonies and balls.

WEAKNESSES

Extremely poor pain tolerance: Sisera's nervous system has been utterly wrecked in a few ways. Most notable is his near zero tolerance for pain despite his muscular body. A solid punch would leave his legs shaking and ability to fight hindered for at least a few moments. Anything like a sword wound or a minor broken bone would leave him almost incapacitated with barely enough strength to try and get away to safety. If he ever suffered a truly serious wound or a major broken bone it's possible he could die from shock if not treated quickly.

Mental State: Sisera's mind can be shaky at the best of times and incredibly unstable, even violent at the worst of times. Plagued with disturbing nightmares, distorted memories and general feelings of nervousness and anxiety along with whatever delusions his mind could conjure up. His thought process can be irrational and quite bloodthirsty for the sake of revenge or some feeling buried deep in his subconscious. At times his mind can best be described as "fragmented" but not so much that he can't operate throughout the day. If his mental state is particularly rife with stress and pressure it can manifest itself in his smoke in the form of a poorly shaped hound. He also seems to have minor memory problems concerning the immediate invasion of the Kingdom and certain elements of his early life that can be described as a hazy blur

Magical Limitations: Though Sisera is well versed in the diversity of magic. When it comes to more forbidden magic he has practically no knowledge of it. Also, he is incapable of using Raw magic for the same reason he can't use fire magic. It really, really hurts.

Can't hit the broadside of a barn: Despite Sisera's smoke magic having some serious long range applications, he ironically is comically awfully with long ranged weapons from bows, to slings, to javelins. It was one of the few things the royal guards training him would tease him about incessantly.

MOTIVATION: Sisera is motivated by his loyalty to Camilla and their personal history above all else.

GOALS: To have Camilla placed on the throne as the new Queen of Renalta and to see Abarron and all of his allies brutally murdered.

VALUES:
He has a fanatic loyalty to Camilla and places that value above all else. He is willing to perform completely underhanded tactics for her sake and would not hesitate to kill an unarmed person if they ever presented a threat to Camilla. To those who are willing to swear loyalty to her he places them in high esteem and will strive to fight and protect them as well, even if they have a negative opinion of him. Though he can at times seems distant and aloof and not exactly a people person (previous courtly experience not withstanding) he does value social interactions with others, he just isn't great at expressing it.

ANATHEMAS: Anything involving Abarron or anyone who associates will bring him to a murderous mindset that he doesn't care to control. Whether it's quietly plotting their demise or shrieking in rage as he attempts to butcher them, he holds no illusions of mercy with that ilk and will do everything in his power to dispose of them. This same mindset applies to anyone who is a threat to Camilla, whether or not they are allied with Abarron.

People who would tend to mock or demean Camilla, whether intentionally or not will leave him quietly seething with fury and he will go out of his way to make sure it doesn't happen again if he can do so. Getting violent if need be.

SIGNATURE: Slade


 
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I will be making my character when the Before Catastrophe history is released. I plan to make an Imperial Elf character.
 
View attachment 1655
(Credit goes to Sun Haiyang.)​
SECTION ONE - GENERAL

NAME:
Alice Émeline Moineau, of the venerable house of Moineau
RACE: Human
AGE: Twenty Three
SEX: Female
APPEARANCE: An attractive woman with a noble bearing, Alice has a pale complexion, blue eyes, and white hair that all serve to exemplify her Liverian heritage. She stands at 5'6 in height, and is about 160 lbs of lean, well-toned muscles; born from her years of martial training. When she isn't in a suit of armour, she is more than happy to be seen in any garb of high quality that might allow her to pretend she is a ball-going woman of nobility, despite the many whispers that surround her in court.

EQUIPMENT:

  • Alice has a rather impressive sword, forged by a skilled Dwarven smith living in the Renaltan southlands. It is an impressive steel weapon, bearing a strange wavey quality that caught Alice's eye following her latest victory over a would-be suitor.
  • She favours a suit of well-constructed (and admittedly a little ornate) plate armour in combat. Despite her being a little weaker than most swordsman, she knows that she needs good defence in order to protect herself. Despite this, she is well versed enough in armoured combat to move around quickly and comfortably in the suit.
  • Alice also has a two-handed Crossbow, a gift from a 'suitor' that attempted to recruit her to the Liverian Witch-Hunters. While he was chased out by her father, she rather likes the weapon, for it provides her with the range and stopping power required to punch a decent hole in all but the most heavily armoured. Too bad she isn't good with it...
  • Alice's constant travelling companion is a spotted white horse named Phillip. Phillip is the oldest horse from her family stable, but he is reliable and carries equipment well.

BLOODLINE: The only child from the house of Moineau, a Liverian Noble house that sits upon the council.

BIOGRAPHY:
Alice was born to the loving union of a Liverian Noble and a Renaltan merchant. Her father and mother were united in a beautiful wedding that was supposed to quell some of the growing tensions between the Liverian and Renaltan people following the decade's earlier call for independence. Many of the upper classes lorded it as a sign of peace and progress, and yet sadly, time shows that hope was short lived. War soon broke out and though husband and wife stuck together on the Liverian side, newly-joined family fought as generals on the opposite side. It was a difficult time for the young Alice, who grew up knowing only her parents, and the whispered memories of half-a-family trapped on the other side of a border conflict.

On her twelfth birthday, in 149 AC, war made its biggest claim on the Moineau family, and the first claim that Alice was conscious of. In a surreal moment of the war, Alice's father managed to capture his step-brother, following a bout of single-combat to end the fighting more 'peacefully'. Whilst organising the ransoming back of his Renaltan kin, Alice's mother rode onto the field to speak with her kin. While it was not a typical event at war-time, it was one of the few opportunities that the Renaltan born matriarch of the Moineau family could speak with her blood-kin. Sadly, it would also be her last. A Renaltan sniper took a longshot, aiming to kill the Liverian general and narrowly missed the mark. She was killed instantly, and both generals wept for the loss of sister and wife. A sombre mood swept over the field of surrender, and Alice -who was at the Liverian base of operations- did not even get to see her mother's body, so disfiguring were the wounds. Just like that, her mother was gone.

It was only a few months later that the Ceasefire was signed, and Alice grew cold in those few months. The once-warm child grew bitter at the loss of her mother, and found little solace outside of her father's presence. She took to educating herself, working to master matters noble and mercantile by the time she was sixteen. Still, there was a void in her bitter life. She resented what was taken from her, and in truth resented a many other things; clueless peasants, fire-arms, and her mother's inability to shape things as well. Her hatred lit a fire, and the fire found a constructive outlet in swordplay. At first, it was a distraction, but much to her father's chagrin she proved to be very good at it. She demanded the finest of tutors be added to her education and, unable to resist his daughter's demands, her father agreed. Soon, she was learned in the great-many styles of Liverian swordplay, and had gotten herself a reputation as a fearsome one-on-one combatant. By the time she was twenty, she had earned a winning streak; undefeated amongst her fellow nobles, and rarely bested by professional knights and tutors. Due to her own demanding standards, she was a difficult target for suitors; and many attempted to woo her through duels. They almost always proved unsuccessful - with one exception that was rejected by her father instead.

Eventually, when word of Amora Mann's quest to find the princess spread to her circle, Alice made preparations to join the former-Liverian noble as a representative of the Council of Nobles and her house. While her father disapproved of her 'recklessness' she disarmed him with promises of reuniting the fallen brothers Liveria and Renalta, even reminding him that it is what her mother would have wanted. He eventually acquiesced, and Alice left the country; for the first time since she'd lost her mother to war.

Liverian Nobledaughter who's mother died in the Civil War. She latched onto Swordplay and education as a coping mechanism, and become very good at both. Wants to find the Renaltan Princess because it would unite the two countries and would give the spectre of her mother some peace. Whee~


SECTION TWO - MUNDANE SKILLS


SKILLS/TALENTS:
A phenomenal duellist, Alice's main skills lie in melee combat, where she can take apart combatants heavily armoured or lightly garbed with relative ease. While she is armed with a Crossbow, she is not an expert by any means. She is also an expert in all things etiquette and mercantile; knowing how to run a business, an army, or a noble house with the shrewd talent of a well-educated Liverian noble.

STRENGTHS:

  • Strike, Parry, Riposte- An exemplar of Liverian swordsmanship, Alice is at her best with a sword in hand and a single opponent opposite her. Only a true master would be able to give her challenge.
  • Cold and Calculating- As far as Liverian nobles go, Alice is one of the more intelligent to be born with Blueblood. She knows that her status is only secured by chance, and has used that status to educate herself in a great many things: From politics, to policy, to farming protocol. She has made her best efforts to have at least passing knowledge of just about every mundane thing possible, and some non-mundane things beside.
  • Shrewd Negotiator, Bold everything-else - Alice has knowledge of statecraft, diplomacy, and people; and uses her knowledge to get what she wants. She is perfectly within her element when she is talking people down, approaching with a bold attitude that presents her as always having the upper hand, even when she doesn't. Some think this makes her nothing more than a spoilt, haughty 'Princess', and she doesn't care to dissuade people of that perception. After all, it is easier to prove them wrong with a lash of the tongue, or a swipe of the sword; should they care to underestimate her.
WEAKNESSES:
  • Fight me Fairly! - Despite owning a ranged weapon, Alice is a much weaker opponent when she's having to fight at distance. She's by no means slow, but she won't outrun a gun or a bowman. She also isn't very good with her Crossbow, only hitting every other time at any long distance.
  • The Princess' Pride - Alice is a prideful creature, and her natural cold nature can make her seem shrewd and inhospitable. This sometimes sours initial meetings, especially when it comes to meeting peasantry and non-nobles, who might exacerbate her already cold nature.
  • Magic? Um... - Alice doesn't have any counter-measure to dealing with mages. Literally none. Illusions? They'd get her. Fire magic? It'd burn her. Her only option with magic-users is to hit them before they hit her. It's not exactly an appealing thought, especially considering some of her company.

SECTION THREE - CLOSING POINTS


MOTIVATION:
Alice intends to find the Princess so that she might reunite the disparate states of Liveria and Renalta. She is under the belief that the Crown-Prince would acquiesce to the true Crown, should they legitimately return, and she sees no alternative for the slowly-dying Liveria. If, by her actions in rescuing the Princess she were to improve the standing of the Moineau family at the same time...well, she certainly wouldn't turn down the opportunity.

GOALS: Alice is surprisingly void of long-term goals. She'd like to find a worthy suitor some day, and she wants to improve the standing of her house, and her country. She even loves her father enough to want to make him proud.

VALUES: Alice values honesty and self-betterment above all things, and believes in improving herself and her country through honest trade and honest hard-work is the best way to improve the world. She probably aligns more closely with Renaltan ideals on social mobility, although she thinks that the Liverian ideals on Magic use and having one prove themselves before having citizenship extended to them are superior.

ANATHEMAS:
Alice's hatred of firearms and magic trump her otherwise logical views of the world. She hates slavery because it represses people who might have desirable talents from raising their stock. She hates the general idea her country has that women should not lead - even if for a 'sensible' reason - because she is a far more competent statesman and swordsman than the vast majority of her peers. She hates being lied to because it is a waste of her time. It is mostly illogical things that annoy her most, as well as things that remove skill and practice from the equation (See - Magic and Firearms.) Any idiot can pick up a gun and fire it, and any idiot can get lucky and learn magic so as to change the world around them; it takes someone with Charisma and gravitas to change the world with words and hard work, and someone dedicated and hard working to master the sword.

SIGNATURE: I, Limeypanda, being of sound body and mind do declare that I've signed more of these 'signatures' than I've probably signed other legal documents at this point.


SECTION FOUR - EXTRAS



OPENING OPINIONS - A section for forming opening thoughts on characters; mostly NPCs at this early stage.

Amora Mann - “You are a paradoxical man… It is a shame you have had to slay your countrymen, or I would petition the crown for your pardon once this is done.” (Extremely curious. Alice, knowing more than most about his past, is intimately aware that there is more to this Mann’s story. Wonders if his magic brought about his downfall.)
Emilia Lang Lehmann - “What a strange and crass woman. Still, you seem too complicated to dismiss.” (Neutral, mildly curious. Disagrees with her views on sexuality, but respects her life of hardship and her ability to rise above it.)
Marcus Luke Crawford - “I look forward to honing my blade against yours.” (Respectful. Views him as an excellent martial combatant and is interested in duelling his ideological beliefs as well.)
Noelle Touchard - “You are...huh, I don't think I have an answer for you.” (Fearful. Noelle represents an absolute roadblock against her, and it infuriates her that magic can exist which so easily invalidates her hard work.)
Anthony Bulgarelli - "Your country is barbaric, and your death-machines are abhorrent. I only hope you have some redeeming qualities..." (Cold, distrusting. Dislike exacerbated by his association with Guns.)

Sisera De Platine (Slade) - “The broken man who claims to be the Princess’ steward...Either you are a liar, or you are a liability. I do not care which.” (Disbelieving, dismissive. Does not give credence to his story, and does not think he has a place on this quest, even on the off chance he is telling the truth.)
Alice Emeline Moineau (LimeyPanda) - “Concentrer, dans toutes les choses <Focus, in all things.>” (Doesn’t give self-diagnosis much thought.)
Ofri Windweaver (Becca) - “I did not realise a pretty face, some card tricks, and a pitiful parlour trick were enough to be on this mission. It seems Amora has different priorities.” (Dismissive. Views Ofri as a meaningless player in the story; not strong as a combatant, not offering any specific wisdom or angle of attack, and never offering an alternate perspective other than 'bar-wench.')
Charlotte (Holmishire)- “Liveria would be lessened by your departure. I wish that medicine could have spared you your loss.” (Respectful, apologetic. Offers sympathy to the woman, despite core differences in beliefs.)
Rosvita (Lialora) - “I wonder what is truly impressive, you or that shyster artifact?” (Curious. Torn between a respect for martial prowess and her distaste for Magic, Alice struggles to place Rosvita for now.)
Dean Hansen (Orion) - “A farmer's boy with a dream… Legends have been started on less.” (Curious. Dean presents an unrefined enthusiasm that Alice would watch grow, if only to see if he might one day test her.)
Sabine Conte (Blackstone) - “What a strange feeling...So similar, yet so different. I hope you're at least good with that blade. (Curious, wistful, uneasy. Sabine's similar heritage reminds Alice of what she’s lost, and reflects the worst of Liveria's flaws. Similar to Rosvita, Alice wishes to know if it is the warrior or the 'weapon' that is worthy of respect.)
Tycho Merax (Grothnor)- “Do not touch me, mage. I will not have you spread one of those...malignancies to me.” (Distrusting, fearful. Tycho embodies a lot of Alice’s fear and loathing of magic.)
Bakar Ibaiguren (Drakel)- “If I ever catch a whiff of you altering my mind, I will end you. Painfully.” (Openly avoiding, fearful. Bakar is the stuff of nightmares and stories told to scare Liverian children.)
Laurenz Eckhart (Axl) - “Guns do not solve problems, they make them. You should break that numbing tool and pick up a weapon that feels. It might save a life.” (Distaste. Alice's hatred of guns puts Laurenz at a disadvantage, at least in being judged fairly. Alice does endeavour to at least respect his station, and the war he was born to.)
 
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NAME: Esther Stroud
RACE: Human
AGE: 16 and a half!
SEX: Female
APPEARANCE:
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Note: Particularly when excited or using her magic, her skin and eyes seem to glitter and sparkle from her natural magic.

She's a little but under 5'2" for height and about 110 pounds for weight.
EQUIPMENT:
  • Glitter-Gloves: She says they help her cast magic, which they don't actually do, but they're also just rad gloves.
  • Daggers: She has two, because her parents insisted that one wouldn't be enough in case her magic won't cut it.
  • Mystic Cloak: Her cloak is woven with enchanted silk, making it an excellent conduit for magic, both of her own and others. It also can mildly protect her from magical attacks if the cape is struck, but only a little bit.
BLOODLINE: 'Bourgeoisie', her parents are mages in the Free Holds, Fucinahold in particular. Also she has the Arcana blood.

BIOGRAPHY: Among the magical academies and bourgeoisie that live above the peasantry but don't quite run the world is a somewhat known family in Fucinahold: the Strouds. While respected for their moderate wealth and decent aptitude in magic, there's always been something a little off about the family. Whispers of occult dealings and worship to beings far beyond the mortal realm surround them, but most of it is just considered meaningless hearsay by jealous upstarts. While a handful of other Strouds also are mages, the most high-profile were Lyndon Stroud, a mage who specializes in light, and his wife Leona, a gravity mage. Their influence and renown is nearly nonexistent outside of their hometown, and even then they're simply wealthy mages.

Esther is the oldest child of her parents and the only one to show promise to the arcane, giving her very different treatment from her younger siblings. Where her little brother and sister have been allowed to rough-house and explore and get into trouble, she was made to study from a very young age, and routinely spoiled with gifts and entertainment to keep her from growing too stressed, and sheltered from many of the dangers in life. The horrors of everyday life in the Free Holds, especially among the lower classes, have been systematically hidden from Esther whenever possible, or simply explained away when something slipped through. Only in the last year or two has she been able to pursue her interest in boys (each suitor having been secretly vetted by her parents), but none of her relationships have gone terribly far as to be expected.

When the call for adventure was sent out, Esther begged and begged and threw fits until her parents finally caved and let her go try to find a princess or whatever. They intend to keep an eye on their little jewel, but having her out of their hair also gives them time to tend to the other two children. And thus, she has set out for adventure! One of her many pets, Rigel the hound, has come with her on this adventure. The hairy, slobbery, sleepy beast is one of her best friends, and holds a dark secret from his owner.



MAGIC CONCEPT: Star Magic - The stars above have blessed Esther with their shining boon. It largely relies around the creation and manipulation of miniature stars, which she uses to aid her friends and harm her foes.
SPELL EXAMPLES:
  • Star-Friends!: Esther can conjure miniature stars that orbit a short distance around her, generally 3-10 feet. These emit light brighter than a similarly sized flame, and she can direct them to go somewhere or fling them at enemies. When thrown at an enemy (or if an orbiting star collides with them), the stars burst and they are seared with magical energy and assaulted with a bright flash of light. The stationary stars do not burst, instead slowly burning things that remain in direct contact with them. The stars do not radiate a notable amount of heat otherwise. Expending more energy to create the stars will make them proportionally larger, brighter, hotter and more devastating.
  • Stardust: By rubbing her hands together and spending small amounts of magic, Esther can create magical glittering dust. It can coat a weapon or body part to augment attacks, or scattered at an enemy and detonated to emit a blinding flash of light. It could be used to actually harm someone further than making a bright light without putting it on a weapon, but doing so is difficult and rarely worth the effort. It's also just pretty and shiny powder so that's fun too.
  • Pew pew!: Esther can project bolts and beams of celestial energy towards an target. . They are much faster and more precise than Star Friends, but notably less powerful as a result.
  • I'm a Star, Too!:For very brief periods of time Esther can suffuse that stellar energy within her own body, making her stronger, faster and capable of delivering impacts similar to Star Friends! with her own body. This is extremely magically taxing, and is only used in emergencies.
STRENGTHS:
  • Adorable: Esther is a young and innocent-looking child that combined with her whimsically playful attitude makes it dangerously easy for friend and foe alike to underestimate her abilities or intelligence. At times outsiders may not even realize she's a member of the party. This innocence, both perceived and actual, also allows others to feel comfortable around her.
  • Trained in Magic: Her young age implies arcane training starting at a very young age. While her worldly experience isn't great, she's pretty good with a book and the ol' Abra Kadabra.
  • Multilingual: Esther can speak a wide variety of languages, even for an educated person, some of her known tongues being almost useless for actual everyday life. Her parents were very insistent.
  • Puppy!: Esther is accompanied by a massive dog, one that once hunted escaped slaves in its younger day. She is largely unaware of what the pooch's former job was. It has been trained to follow and protect her, but mostly just to be a big fluffy friend for Stroud.
WEAKNESSES:
  • Literally a Teenage Girl:Esther can be high maintenance, finicky, naive and generally a pain at times. Her physical strength is laughable, stemming from being a child and a mage, but she's at least moderately quick if not burdened by heavy objects. Additionally she may attract certain kinds of attention, wanted or otherwise, from her youth.
  • Checking in on the Babysitters:If her parents are nearby (AKA if the party is around her home Free Hold or if they come out to visit her), they will insist on seeing her, and stubborn mages are not the easiest people to keep away.
  • Sparkle Sparkle!:Esther's magic is not subtle. At all. The closest thing to subtle she can do is the Stardust, and that's only subtle until she actually uses the glitter powder for something.
  • I poke them with the pointy end... right?: Esther has nearly no idea how to use nearly any weapon of any kind, and only a cursory understanding of how to use her daggers. She was always told to just use her magic, or run away and let mommy and daddy protect her.
  • Can't Teach an Old Dog New Tricks: Rigel, Esther's dog, still has its old attitudes ingrained in it even after being owned by Esther for several years and being tempered by age. He grows aggressive when Esther isn't around, but such a thing rarely happens. He also has a habit of chasing down people that are running away from him.


MOTIVATION: I want to adventure like the heroes in the storybooks, and explore the world! Also my parents say that the Archangel (and God to a certain extent) are bad and they need to go...
GOALS: I wanna be the best mage ever and be a pretty princess and marry a handsome prince and explore the world and...
VALUES: Honesty, fairness, and doing the right thing. Her code of ethics is fairly simple, and that lack of nuance helps at times but usually hinders her ability to make decisions.
ANATHEMAS: If she sees something as unfair, usually if it involves her not getting something she wants. Additionally people that dislike mages drive her nuts, especially since she'd literally die if she didn't become one.

SIGNATURE: I, glmstr, am not responsible for any glitter-related death dismemberment injuries that take place.
 
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Sorry, but i've decided to back out. I have recently joined a lot of RPs and am feeling quite overwhelmed, and this is the one that can afford to take a hit to potential player base. My apologies for wasting your time.
 
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2823801588523b1bb68e09052e589f69--character-concept-character-ideas.jpg

NAME: Derebald Barson
RACE: Human
AGE: 32
SEX: Male
APPEARANCE: Derebald's skin is a pale white, and although his hair does naturally go down to his shoulders he often ties it up into a knot if for nothing more than to easily maintain it and keep it out of his face. Likewise when he can help it he'll be freshly shaved, but when he cannot he will simply tie his beard into braids. He stands at 5'10" and weighs in at about 170 lb, with some muscle developed from constant travelling, but it pales in comparison to those who are used to heavy labour or front-line combat. He'll also often be wearing a pair of rivet spectacles, mainly when needing to read something.
EQUIPMENT:
  • A decent selection of books, scrolls and documents
  • A journal and relevant writing equipment
  • A basic woodcutters axe and a simple crossbow and bolts
  • A basic utility knife
  • A backpack
  • A thick cloak
  • A few empty flasks
  • Enough medicine and supplies to function as a basic first aid kit
  • A couple rubber bands for his hair and other sorting means
  • A couple of rations
  • A handful of gold coins
BLOODLINE: Arcana Bloodline, born in a Upper Class family. That although not fabulously rich was wealthy enough to live in comfort.
BIOGRAPHY: Derebald was fortune enough to grow up in a decent household, his father being a skilled and renowned enough warrior that it allowed the family to live in relative comfort. As a result Derebald decided to invest his time into his education, where when he wasn't in the classroom he could be found pouring over books or tinkering with whatever junk he could find around town. Being the son of a warrior he was also taught in the art of combat, which art of combat being up to his own discretion. To which he decided to focus primarily on axes and to be briefed on the crossbow, since they were simply easier for him to learn and unlike his father he lacked any true desire to fight himself. As he grew older he began to grow tired of being cooped up in town all the time, so he took any chance he could join a trading caravan or salvaging party since it gave him an excuse to leave and let him get exposed to certain devices that before he could only read about. During said trips he also collected a number of new books, which he would study alongside the other material from the library when he could, focusing mainly on History.

During his studies he would occasionally find opportunities to tag along with expeditions with new Academic friends which was where he first started to learn about the old royalty, and magical knowledge that had been lost in the chaos caused by the Archangel. He began looking for whatever books he could on them, including one rather disturbing book titled "The Kouri Plushie lives on". He also used what leverage he had to dabble in whatever magical courses he could, well, whatever magic the land deemed to be "good". Eventually he decided to permanently leave home to further pursue studying the royal family and whatever magical arts he could, for it seemed to be the heart of a whole other side of history that was at risk of being lost in current and oncoming conflict.

MAGIC CONCEPT: Focused on Healing and Enchantment Magic, Derebalds invested his time in treating both one's physical and mental health.
SPELL EXAMPLES:
  • Healing Magic: Disease and Injuries are common, especially when on the move and can also prove to be most fatal. Derebald's learned enough that most common injuries (within reason) and diseases can be properly treated, given proper time and rest.
  • Calming Spells: Mainly used to keep himself at peace of mind during stressful and demanding nights. And when requested, help others with the same.
  • Alchemy: A working knowledge on mixing herbs with arcane energy, mainly to have portable healing magic and calming potions. Though he has dabbled in potions that can temporarily enhance physical properties, though they tend to be more prone to side effects.
STRENGTHS:
  • Basic Weapon Training: Trained well enough in using an axe and crossbow that he would be considered to be comparable to a basic recruit in the army. Not enough to win or lose most battles by itself, but enough that he can fend for himself when the need comes.
  • Well Educated: With a wealth of knowledge at his disposal Derebald has an in-depth understanding of history of kingdoms, different orders and certain disciplines of magic.
  • Survival Basics: Between his history of working with traders, salvagers, expeditions and having a warrior as a father, Derebald has been well briefed on different skills for surviving out in the wild may it be making a fire, identifying what food is safe to eat, hunting, setting up camp etc. He's no wilderness expert by any stretch, but he can handle himself on a camping trip.
WEAKNESSES:
  • Far-Sighted: Derebald doesn't have the best eyesight for things up close, may that be due to poor genetics or putting books to close to his eyes too often he keeps some rivet spectacles with him to try to alleviate this.
  • Pacifist: Preferring to engage in tests and battles of the mind, Derebald is not one quick to jump into combat. And when he has no choice he is hesitant to deal any serious damage.
  • Socially Aloof: Having spent so much time among the books or among those with a strong sense of curiosity he's often found himself lost when trying to communicate with most people. Basics such as good hygiene (outside of hair braiding) and small or 'simple' talk often leave him bumbling for words, if not completely oblivious someone else's uneasiness.
MOTIVATION: To learn about and help preserve the parts of history that the conflicts of today risk destroying. If said history is simply to be relegated to a museum or books to learn from, or to be restored to it's full use depends on the use it holds for society.
GOALS: He wants to be renowned for something that he can credit to his own name, and not to the status of his birth. He wants to become a respected and well travelled academic. And he wishes to be either the discoverer or safe keep of historical secrets.
VALUES: Derebald cares about the preservation of knowledge, the expansion of discovery and the ability to see others heal and grow. Ultimately he cares for progress towards a better future, and remembrance of past.
ANATHEMAS: Eagerness to incite bloodshed since it leads to a senseless lost of life. Wilful ignorance for it shows a lack of care to grow, improve or to learn. And a lack of Ambition, for it shows a lack of desire to improve, complacency for the current state of the world, and a lack of desire to protect one's current accomplishments from things that would take it away from them.
OTHER: He has a habit to click his tongue inside his mouth whenever he's either deep on thought or focusing on something.
SIGNATURE: When have I, Gwazi Magnum, ever done something worthy of giving out my signature?
 
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EDITED 22.11.17

NAME:
Aeri
RACE: Elf
AGE: 83
SEX: Female
APPEARANCE:
kaya_by_ink_pot-d32pvke.jpg

Credit to Tsvetka
Aeri stands at six foot three inches. She is two hundred pounds of muscle from nose to toes. Her shaggy hair is typically pulled back in a ponytail in an attempt to tame it. Aeri goes barefoot most of the time, but carries a set of doeskin boots in her bag just in case it gets too cold or rough for her toes. She'll wear a white linen shirt under a thick, roughcut leather coat. Her pants are made of a similar leather, but more carefully made for comfort over warmth. She has a crossbody satchel that carries an amalgamation of survival tools.
EQUIPMENT: . She also has a wicked hunter's knife in a deerskin sheath hidden beneath the cloth wrapped around her hips. It is well cared for and sharp enough to give someone the cleanest shave of their life. She achieves this by carrying a small whetstone in the same satchel as her snacks. It's her snickity snacks satchel. It also holds her boots, as she typically isn't wearing them, and a leather vest if it's too hot for her coat.
BLOODLINE: Wanderer - Aeri has no familial identity, only racial.
BIOGRAPHY: Aeri was born before the elves truly understood how rare it was to have a child to survive past infancy. She was regarded as being as disposable as any human babe: likely to die, but easily replaced again and again. Her mother and father met as their two caravans converged in a city during a harvest festival. The trade caravans parted ways before Ariel, Aeri's mother, knew she was carrying Aeri.

Aeri’s mother raised her with a gentle, but loose hand. Aeri rarely received much in the way of discipline outside of the lessons she learned from situations she put herself in. In an attempt to find more consistent companionship she wove spells to talk with the creatures around her that were more interesting while the rest of the caravan slept. The young girl would chitter and squawk back to birds or chuff and grumble back at bears as it pleased her during the day, but silently speak back at night. She was too small to be seen as a threat to any of the creatures so they tolerated her presence in the majority. Bears weren't always willing to entertain a small, hairless creature with a thousand questions, but made an exception for Aeri.

It wouldn’t take long for Aeri to find herself favoring the grumpy bears. In fact, she learned how to talk to them before she mastered the common tongue. She admired their strength and calm dispositions. Well... calm until a stranger came near her or the cubs. They would play hide and seek together under the shade of the canopy and collapse together in a den at the end of the day. One of the cubs favored her as much as she favored it and would follow her beyond the borders of its usual roaming to stay in her company. Aeri named him Todd and seemed to follow him as much as he followed her. Aeri saw the bears as more of a family than her mother and their wandering tribe and so when she reached the age of maturity she stayed behind in the Renaltan woods when they decided it was time to move on.

She had been raised in the paradise of Renalta’s Golden Age and knew nothing else until there were no other of her kind to protect her from the devastation. As a young girl she had been raised on fantastic stories of the royal family and their majesty. Though she had tawny hair and hazel eyes she liked to think of herself as being like the blonde princess of her fairytales. Her magic couldn’t match that of Camilla’s, but her furry friends let her think it did. Aeri was close enough to Renalta at the time of the city’s destruction to have lost many members of her woodland family just as the nation lost the royal family. The bear which had pretended to be the king, an elderly grizzly, was found as a bare skeleton, so she took one of its bones with her to sing of his strength and chivalry. Though he was a simple creature in the eyes of many, he was a knight in her eyes.

Because Camilla and her family were a fairytale come to life to Aeri she doubted they could all be dead. Princesses don’t die in fairytales; they sleep for a long time and then are awakened with one kind of magic or another. Aeri hadn’t been beyond the outskirts of the Renaltan forests before, but now she would venture forward to find the woman she idolized as a childhood hero. As she journeyed across the lands she would do her best to avoid the violent disagreements between factions of her homeland. She wasn’t quite sure what they were arguing over, but she did know not to talk to Todd in front of some of them. They chased her for a good while the last time her nose had wriggled like Todd's and her teeth had come to points like his. Aeri scavenged what she could from the aftermath of battles and settled on a small crossbow and however many bolts she could collect. It certainly made finding dinner a bit easier as well as surviving until tomorrow’s dinner.

While Aeri did know how to be sneaky in forests and avoid being detected by other predators and threats she wasn’t very sneaky in her efforts to find the princess. It wasn’t long before others were asking what she knew about the princess or trying to prevent her from continuing her motivated wandering. Aeri would outrun them or hide until she met the man who could lead her to Camilla. He seemed to be trustworthy enough and aligned with her cause. At this point Amora didn’t have much of a chance of shaking Aeri; she sees him as her best hope at finding the princess.
-----OPTION: MAGIC----
MAGIC CONCEPT: Animalism
SPELL EXAMPLES:
  • Bear Lady: Aeri has the ability to give herself the traits of a bear when needed. This can include anything from their teeth or claws for defense to their eyes, ears, or nose for tracking. She can do the same with other animals, but it takes her longer to assume their traits and may do so imperfectly. This will especially be the case if she isn’t very familiar with the creature. This will also provide her with the hide of a bear, so she can take a bit of a harder hit than usual.
  • Ka-Kaw: Deep in the forests of Aeri's childhood there was a monstrous bird with a screech loud enough to shred the eardrums of anything too close to its attack. Aeri can near perfectly imitate this screech if she thinks she needs to. Of course, she wouldn't do it very often. It hurts like a bitch. It'll often leave her incapable of speech for the next few days as it damages her transformed and regular vocal cords.
  • Wuf: Animals make surprisingly good company when you know how to talk to them. While all elves can understand their sounds and movements as language as plain to them as common, Aeri can hear them in her inner mind while also being able to communicate back telepathically. Because there are so many animals in the world she has to be able to see the animal to hear their thoughts and inject her own.
  • Bear Familiar: There is a bear that has been surrounded by Aeri’s magic since her childhood. It would seem Aeri’s longevity had bled into the bear's being and afforded it the same supposedly eternal youth as she. His eyes are unnaturally blue rather than the typical brown. Todd is also larger than most foxes. He has grown to be bigger than he ought to (about 50% bigger for those who can count higher than Aeri). Aeri and Todd have forged a mental bond that allows them to communicate when they aren't able to see each other. This allows her familiar, Todd, to act as an invaluable scout. He’s also pretty good company.
  • Furry Friends: Aeri can extend her mind’s voice to call to many of the same species in the area if she so chooses. The message has to be short as she is essentially telepathically shouting in the language of one species. Oftentimes they are glad for the respect and will help out if there’s no inherent risk to them. This means she can summon a bear or two to scout ahead for her or tell her of the local happenings. Aeri would be hesitant to do this for some species, such as mountain lions. Mountain lions don't always want to be shouted at. They'll scream back.
STRENGTHS:
  • Survivor: Aeri hasn’t died yet despite living in the woods for almost a century. She can perform almost any task necessary to live in the wilderness and perform them efficiently. No one should starve or freeze while she is alongside them in a forest.
  • Bulk: Aeri and Todd are a force to be reckoned with. She can take and packs quite a punch. Fighting an extra large grizzly bear also doesn't seem too wise. This can intimidate many into not bothering with her.
  • All I hold is earth: Aeri travels light and has little sentimentality afforded to physical goods. It also helps her move silently through most terrains. She hasn’t mastered caves just yet. Oftentimes she's more entertained by the echoing than being silent.
  • Animals are better than people: While humans are a temperamental lot animals are more straightforward. They eat because they are hungry and don’t often attack each other over perceived sour looks. Aeri takes these traits and reflects them when dealing with other bipedal creatures; she is forthcoming in her goals and does her best to complete them in a linear fashion.
  • Forester: Like many people during the time Aeri work with her body rather than her mind most days. She can scale trees with minimal effort and walk for miles with Todd at her side. When she dips into her magic she can also have the reflexes of whichever creature she is embracing.
WEAKNESSES:
  • Hermit: Aeri hasn’t had much contact with the “civilized” world. She can speak common, but she can’t read or write it. She is dressed in an accessible dress, vest, and waist sash, but only because they are comfortable. Aeri doesn’t know how to speak to those who are her social superiors, so she probably shouldn’t be allowed to approach them.
  • Todd: Talking to a wild creature would make anyone seem a bit crazy. Aeri does this on a semi-regular basis and has been known to ride the bear through towns when the cobblestones kept tripping her. He is her best friend and she would put her life on the line to save his in an instant. Literally riding a monster sized bear into town isn't a great way to make friends.
  • Pointy End?: While Aeri knows how to work her crossbow she doesn't know how to work other weapons very well. She may be strong enough to pick up a broadsword or pull back a longbow, but she would likely be more danger to herself than the enemy if she tried to use them.
  • Shiny?: Aeri has no concept of money. None. Don't give it to her. She will give it away to her bird friends who appreciate shiny things more than her. She may have been born to a travelling caravan, but she never paid attention to how the caravan actually worked.
  • Words?: While Aeri is fully capable of coherent conversation and has rapidly picked up on its nuances over these last fifty years she has learned what she knows from the common folk and a few helpful members of the church. The flowery language of nobility is beyond her and she only knows common and animal speech.
  • Cheese: Now that Aeri has left the forest she has discovered the miracle of culinary science that is cheese. She fucking loves cheese. Wine and mead are cool and all, but cheese is where it’s at. Cheese is her favorite food and she will do a lot to get some, especially new types of cheese.
  • Mountain Lions: Aeri has had consistently bad experiences with mountain lions. Not all mountain lions are bad, but mountain lions are largely not willing to hang out with her. If she finds herself around an angry mountain lion she's not going to play dead and she's not going to back away slowly. She and Todd (no matter how much bigger he is than the mountain lion) are gonna climb up the tallest tree as quickly as possible while screaming for help.
-----BACKEND-----
MOTIVATION: Aeri doesn’t want to be sung about for generations or have a place in fairytales; all she wants is to continue the fairytale she was raised with. She wants to save the princess so the story can have a better ending than everyone died in a fireball and people fought each other for the rest of time. The wandering nature of her race has also driven her to move beyond the comforts of her forest and this happens to be some motivated wandering in her eyes. She also wants to help avenge Todd's family, not that he quite understands revenge.
GOALS: Ultimately Aeri would like to see Renalta brought back to its former glory. She wants the forests to thrive like they did fifty years ago and for families not to be forced apart by civil war. Now that she has been outside of her home forest she is also curious to see what the rest of Renalta could have in store for her. She wants to be seen as cultured in the end and not as a bumpkin.
VALUES: Animals are just as precious as people; they are not to be killed for sport. Aeri also thinks children are to be cherished and honored like the miracles they are. Shiny things should be given to those who need them more than she does and if they are cold then you should do your best to leave them warm and with full bellies. She has rarely been hungry in her life, but in winters where everything was scarce she knows the gnawing pain and doesn't wish it on anyone. Beyond this she is incredibly loyal; once she bonds with someone she will try to be by their side for as long as they’ll have her.
ANATHEMAS: If someone was to willingly put Todd in danger they would be at risk of being tackled by a frothing elf if for some reason the bear couldn't solve its own problem. Aeri would also be incensed by someone willingly ignoring another person in need, especially a child. She doesn’t understand the need to be rich. Aeri would also be aghast if someone was to just discard cheese. She may or may not fetch it out of the trash for herself afterwards.
SIGNATURE: Becca
 
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-----PERSONAL-----

NAME: Tybalt Mach'Llarys
RACE: Elf. Born from elves.
AGE: 97. That is Ninety-Seven.
SEX: Biologically male.
APPEARANCE: inspiration > Here
  • Measurements :
    • Height 6'1"
    • Weight 75.75kg on a good day
  • Features :
    • Chocolate silk mane, tapering to feathered silver, keeps it trimmed.
    • Sharp, cat gold eyes, very prominent, especially in low light.
    • Sienna skin-tone, coated in a few old wounds around the back and arms.
    • A few worn tattoos, nothing spectacular.
    • Medium build, with lean, wiry muscles

EQUIPMENT: His armor consists of mostly leather, some animal hide, and clothing to keep out any chills. Whatever he needs but doesn't have, he can make, so he tends to travel light. He tries a decent amount - an enormously decent amount - to stay out of combat as he prefers to keep living. However...
  • Alone:
    • if he has to, he fights with twin sword breakers - small shortswords meant to parry and mangle bigger blades
    • he's trained extensively in getting out of the way, because avoidance is the best way to not be damaged
    • prefers to talk his way out of situations, fight simply to run away, or because he has no other option
  • In a Party
    • stay behind everyone
    • pick the person most promising and use his powers on them
    • avoid everything else
BLOODLINE:
His parents were nobility when they were humans, but being elves, and now being presumed dead, he is the last line of his noble family.
He has a bit of weight when he uses his name, but it also causes a lot of attention he would rather avoid altogether mostly because his name
is known for their magical aptitude for making others "stronger". He has no other living family.

BIOGRAPHY:
  • Personality.
    • He's an elf with a lot of useless or useful knowledge depending on what he is doing. He's lived a long time, and managed to read, be told, or be involved in what is now considered history, so it's not uncommon for him to have something to add to a conversation. However, he is also the type of individual that will keep it to himself and just smile if the information they are chatting over is wrong.
    • He does a lot of constructive work, or reconstructive if you think of it that way, as the world is always in need of people to build things. Houses, or the furniture inside of them, with stone or wood, he has a very good head on his shoulders when he has something to do. However, this comes with the same problem that if he does not have something to occupy himself with, he will rapidly deteriorate into a person that becomes rather irritable until something happens.
    • He has what he considers a mild fixation on something he has been fascinated with since childhood. He wont reveal what that is easily, considering how taboo the rest of the world would view it.
    • His favorite food is roasted herb and meat stew.

  • History.
    • Lilac and Selvir Mach'Llarys were from the age of the Imperium, both remembering the time when that place was active and bustling, their human lives on freshly intertwined with marriage vows when it happened. They both survived to become elves, long-lived, but quickly discovering the repercussions that they would have to adjust to. Their seventh child was the one that managed to make it past that high infant mortality rate, and after Tybalt was born, a healthy baby boy, the couple began to shy away from anything that had to deal with the, at the time, antagonistic vampire lords. He learned a lot about them, despite his parents constant moving around, and his parents decided to educate the child with all of their gained experiences from longevity.
    • He learned about what came before, the royal family, the noble lines, the races born out of this event, and the current wars. By the time he was twelve, the last of these Vampire Lords fell, leaving only a scattered following and stories to haunt the population with. It was after that, the people needed to rebuild their lives and their losses, which landed him several jobs that he quickly picked up the crafting for. The next few decades of his life were spent in a various slew of activities, mostly craftsman or artisan professions, though there is the talent his father beat into him. Picking up the sword and learning self-defense turned into a routine he practiced every morning, even now.
    • He's spent a good deal of his long life getting into things or places he shouldn't, while doing his best to keep out of harm's way, or getting the hell out of there if it became a sticky situation. If you need a good runner that can charm a deer or two when there aren't horses available, he is definitely a good option.
    • His parents shared the same gift of magic that he ended up harnessing, which made his bloodline valuable to less than savory individuals. It was because of this same gift of magic that his parents ended up being taken away from him over ten years ago. He is very certain that they are dead now, spending the first few years on a frantic ghost chase that led to too many dead ends, several of which almost got him caught in the same occurrence.
    • Currently he has a job using his hands at creating living places, while hiding his name from anyone that comes asking.


-----OPTION: HYBRID----

MAGIC CONCEPT:
  • My Champion. Tybalt designates one individual near him, and he grants them an effective power jump to either their magic or their physical abilities for non-mages. While they have these powers, he can communicate telepathically with them. He can remove this boon at will, though it may have an unpleasant backlash if it is in use when he does it. It will also break if he loses consciousness or takes a large amount of damage.
  • Deep Pockets. Tybalt will always have what he needs. He can produce any mundane object from his pockets, or from a nearby storage box, or from a garbage can if nothing else offers. It will be of mediocre quality and will disappear after about ten minutes if you give it to anyone else unless it is used up in that time or altered into something else. But he has what he needs when he needs it. He can't produce unique objects, only generic ones. Not the key to this particular door, but he can have a jimmying tool or a set of lockpicks handy.
SPELL EXAMPLES:
  • Amplify Magic.
    • He can empower a mage he designates to link himself to. Their magic pool widens to match the addition of his own, giving them the ability to do feats they normally couldn't, or that would cripple them without his influence.
  • Enhance Ability.
    • Not just a magic user can benefit from his powers. If he chooses to use it on the non-special snowflake, their physical abilities grow beyond normal limits. He can effectively double their prowess until his energy is burned out or he dismisses it.
  • Care for some tea?
    • So long as he keeps a hold of, or is in use of, a mundane thing he pulls from his pocket, or the crate next to him, or that cupboard that is always empty, whatever he makes will satisfy a need he has.
    • He can use what he makes for other things and as long as the item is expended, or altered in some way, it wont disappear. He could use this to make food to eat, but it would only benefit others as he wouldn't gain back anything except the energy expended to make it. He can make currency with it, but it will vanish like anything else when you give it to someone else and can cause awkward situations if the currency you have given vanishes from their hands.
STRENGTHS:
  • Dexterity. He can run really fast from years of doing just that.
  • Animals. Everyone can use an ally, and animals tend to really love him inexplicably.
  • Endurance. Because of how his life and magic have been shaped, it takes much longer to wear him down.
  • Mundane Skills.
    • He is excellent at cooking, can follow any recipe given to him, and likes to improvise. Comes with years of practice.
    • No man or woman could best him at cleaning. If he was a god, this would surely be his forte'.
    • He has basic sewing and knowledge on smithing, leather-working, carpentry, and stonework.
  • Expertise Skills.
    • Longbow. If he has to fight at a long range, this is preferred choice. 80% accurate.
    • Sword-breakers. Literal decades of using them to parry or snap blades when running isn't an option. 95% accurate.
    • Dodging. He is really difficult to pin down, grapple, or hit in general.
WEAKNESSES:
  • Magic. By himself, he poses little threat to most any offensive magics. If he can't outrun it, he's doomed.
  • Water. Deep, dark, can't-see-the-bottom type will make it really difficult to just get him onto the boat.
  • Cowardice. He considers it tactical retreat, but when walking through hell, the survivor gets to tell what happened.
  • Darkness. He'd rather not be around places where it is hard to see your hand in front of your face.


-----BACK-END-----
MOTIVATION: Honestly? He's not terribly invested or interested in the Princess or the Crown.
He's searching for something in dangerous places and this journey offers him the people he needs without while under the guise of nobler goals.

GOALS:
He wants to live a long life as a free man, preferably with his family. The world is currently against living long or family.

VALUES:

Liar. He may or may not have a problem with white-lies. Or black ones if they fit the situation.
Blunt. He will point out the obvious thing the conversation avoids, regardless of why it was tiptoed around.
Cautious. He will protect himself and those with him against possible traps or ambushes because he takes time to watch.
Relaxed. He isn't in a rush to do anything, and believes that saving stamina for later is important.

ANATHEMAS:
Girls. Women not so terribly, but he has an innate hatred for the younger versions.
Children. Hell-spawn that he hopes to never be dragged down with.
Hygiene. He tries very hard to keep clean and has an instant dislike of anyone who doesn't attempt.
Punctuality. He does not like to be kept waiting, has a frail patience line, and will find something else to do after too long.

SIGNATURE: Jade Coffee
 
-----PERSONAL-----


NAME: Ivo Chastain

RACE: Wanderer Elf

AGE: 53

SEX: Male

APPEARANCE:
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Weighing in at just under 200 pounds, and standing at a rather tall 6' 3", Ivo Chastain is an elf that would stand out clearly among a crowd of commoners. Thin as he is, he is more leg than body, giving him the physique of a lithe runner rather than a strongman or a brawler. His hair is pale blonde, bordering on white when seen in sunlight, and his eyes are a rather contrasting brown, though they gain a more orange hue if light is shone directly in his face. He bears a series of tattoos, given to him by a friend he met while traveling the world, on his face and right arm, though their meaning is something he and his friend alone know. He has been described as having a rather stern appearance when at rest, but those he works around know him to be more jovial than his resting look might indicate.

EQUIPMENT: Ivo carries only a small number of weapons and little to no armor. A student of war, who learned to fight from a Rheinfelder deserter, he prefers to use his spear, its heavy stone head inscribed with several runes, and nimble motion to fight. Aside from the spear, he carries with him a pair of forward-curving long knives, almost swords in their own regard, and a more stout dagger. While the three smaller weapons are mundane and made with steel blades, the spear is something else entirely. In terms of armor, Ivo wear heavily padded garments with a smattering of steel plate. Though by no means a full suit of armor, the plate covers more vital areas, yet retain enough distance between each piece for him to still move comfortably.

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Skybreaker
: An artifact formed before the Cataclysm and forgotten after some battle decades before Ivo found it while farming, it is his chosen weapon and his focus for his magic. The runes inscribed in the head give the stone they rest upon all the strengths of steel, keeping the thin stone from breaking, and keep the edge honed perpetually. In addition, they attune the weapon to the power of lightning, providing the ability to mildly electrocute things with strikes to those unaccustomed to the inherent magic of the blade. In the hands of someone more aligned to its magics, the electrical capabilities become far more pronounced and deadly, capable of releasing bolts from the blade itself. While the spear is called Skybreaker, Ivo does not know this and simply calls it the Thunderspear.

BLOODLINE: Arcana, born to unimpressive parents in one of the extremely rural places in Rheinfeld. A peasant by birth gifted with magic.

BIOGRAPHY: Born to peasant parents, his father a wandering elf, his mother a simple human, Ivo grew up on the edge of a small forest in Rheinfeld on a farm. Simple beginnings gave him a sense of duty to the world, and his parents taught him well to live off the land, because no noble would ever simply hand him what he needed to live. At the age of 9 he displayed magical talent, to the dismay of his parents. They knew that in order to truly master the gift, he would need to train hard, and they were no teachers, having no magic themselves.

A few months after his first display of magic, Ivo was handed over to the Mage Collective to be trained as a mage. While under the strict tutelage of the Collective, Ivo found that while he had the gift of magic, he couldn't bear to be cooped up slighting spells at targets. He often watched the spellblade groups at the facility keenly, wishing to join them. After inquiring further, he was given the opportunity to train with them, and when they noted that his magic came more easily to him while in a more combative situation, they gave him leave to finish his training among the spellblades.

After attaining mastery with his magic and near mastery of his weapon of choice at the age of 26, the young elf returned home to see his family. For a few years, he lived with them, tending the farm and the harvest, all while submitting to the requirements of the civil war effort's taxes. One day, he found a strange spear, buried partway in the loose soil he'd been plowing. He brought it to show his family, and the lightning that arced around it while in his hands told them all one thing. He'd found a weapon of great power, and he was someone who could make a change on the world, if he chose to.

He debated leaving for almost a year, eventually coming to terms with the fact that, with such a weapon at hand and his natural talents, he could not remain hidden in the backwoods of the world. He'd heard the story of the Renaltan Princess and how she'd not died, but simply become lost to all. He decided that perhaps the best use of his time and skills would be to find her and ask for her assistance, if only to see that the place he'd grown from, and the people he'd grown with, were treated more fairly than what the civil war between Rheinfeld and the Forsaken had done for them.

In the travels he's had since he first sought to meet with Amora Mann, the Mage Collective has sought him out, asking him to part with the Skybreaker, no less than seven times. So far, three of those were hostile, ending in dead mages and at least one rumor about him, while the other four were, at worst, neutral. While he does not find too much worry that they'll come after it again, he maintains himself prepared for that very thing, his preparedness bordering slightly on paranoia.

-----OPTION: HYBRID----


MAGIC CONCEPT: Ivo relies on the magical element of lightning, using it both for offense and defense. Because he uses it for combat, he has trouble with anything more than an extremely basic spell without his spear at hand, and cannot fathom, let alone cast, anything outside his chosen element.

SPELL EXAMPLES:
  • Bolt from the Blue - The ever-classic bolt of lightning, Ivo can perform this with anything resembling a spear. While it remains lethal at all times, it becomes significantly more dangerous when performed in conjunction with the Skybreaker.
  • Twitchy Bastard - Using the electrical nature of his magic, Ivo can course a part of it through his muscles, causing them to move preternaturally fast.
  • Get a Grip - Ivo is capable of releasing a radial burst of electric power, either to shock nearby living creatures or to push or pull on magnetic objects.
  • Ride the Lightning - With focus and a brief window of time to prep himself for the attack, Ivo has learned to perform an extremely powerful lunge with his spear. While lunging, he is wreathed in arcs of lightning, those branching out to strike targets he passes, and the tip of his weapon becomes imbued with several bolts worth of energy. Using this takes most of the fight out of Ivo, however, so he rarely uses it.
STRENGTHS: Naturally athletic and strong from his martial training, attuned to his weapon, giving him greater control over its capabilities, and rather skilled at crafting simple tools and other things one might need in the wild. Dangerous over short distances.

WEAKNESSES: Ivo is impulsive, and doesn't always think before speaking. He also suffered damage to his lungs from inhaling smoke during a fire, causing him to be unable to engage in extended fights.While the damage doesn't seem to hinder him too much daily, his long-range endurance is lower than the average. In addition, Ivo is innately distrustful of those who openly work for the Mage Collective, as he suspects them all of wanting to rip away one of the best things he's ever had in life.

-----BACKEND-----


MOTIVATION: Initially, the money. Ivo would like to return to the rural areas of the world and begin bringing them more supplies to help the farmers. He has a slightly naive thought that the princess may reward him more viscerally, but the thought is only a small one.

GOALS: Ivo desires to help uplift the far-flung communities that are oft ignored by the nobility, save for when taxes are collected.

VALUES: Of all the things that one could value, Ivo values the ideal of doing what you can to improve the world, regardless of what must be done. Just as nature has hard moments, the soldier within him is not one to shy away from making hard choices.

ANATHEMAS: Foolishness and naivete in others, as well as those who do not strive to better themselves. Few things make him angry without question, as it usually requires multiple instances of the same event to eat away at his mental fortitude, but the one thing that will invariably is those who kill without reason.

SIGNATURE: I, Luxin, do sign and adhere to the limitations and constraints, as well as the openings and possibilities, that my character may die out become injured cripplingly. That being said, I'm stoked to throw spells and shank the crazies who get in my way.
 
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NAME: Charlotte, of House Niverolle
RACE: Human
AGE: 19
SEX: Female.
APPEARANCE: 5'3", 120 lbs. Fallow & freckled complexion; dark eyes; curly taupe-brown hair reaching down to her waist, which she usually ties into a thick braid; muscular, but not bulky. She wears a mixture of high-quality leathers and linens—mostly tight so as to not catch on anything—and a hooded shawl. Her equipment is generally tinted in dark shades of brown or black.
EQUIPMENT: Her primary armament is a recurve bow, but she also carries a set of throwing knives and a francisca, as well as a pair of tree-climbing claws. For extra protection, she wears a steel cuirass. Other gear includes:
  • Fletching tools.
  • Sewing tools.
  • Various herbs, salves, and lotions.
  • Various poisons, venoms, and toxins.
  • A small journal and vial of ink.
  • Lamp and flask of oil.
  • Water flask, tinder box, cutlery.
BLOODLINE: Mixed blood, of Liverian origins.
BIOGRAPHY: As if an orphan, Charlotte was groomed to be a personal attendant of a noble-born girl a few years her elder. As such, she was given much the same education as a noble, as well as training in a variety of servile duties. At the tender age of eight, she took a keen interest in hunting, and with the encouragement of her young Lady, was granted access to private tutors in a number of related fields. It was in these early years that she learned archery, tracking, and herbalism.

It wasn't until she was fourteen that Charlotte was informed of her true heritage. Unwilling to bear the suffering of raising a child she would live to see grow old and die, Charlotte's elven mother had left her in her father's care—a nobleman, though not one with any holdings of his own.

As a result, Charlotte enjoyed increased independence and the opportunity to bond with her father and half-brother—but in only two years' time, her brother fell grievously ill. She begged them to allow her to sneak him across to their Renaltan relatives, seeking a mage powerful enough to cure him, but they forbade it. At his death, the mother grew bitter of her presence, and so she left.

SKILLS/TALENTS: After leaving the estate, Charlotte put herself to use as a mercenary, hunter, and occasional assassin. She is a deadly shot with her bow, has access to a wide array of poisons, and is a good tracker.
STRENGTHS:
  • Glades and Parades: Having hunted both man and beast, she is equally at ease tracking prey through the dark forest as in a crowded street.
  • Silent Ambush: A fast runner and a good climber, Charlotte can scale tree trunks quickly and stone walls not-so-quickly—and she can do all in near silence.
WEAKNESSES:
  • Height Advantage: Most of her attacks have been ambushes that she initiated, be it from treetops or rooftops. As such, she needs a clear and continuous line of sight to shoot accurately, and will have difficulty shooting through a crowd, or into a skirmish, without a birds-eye view.
  • Stay Back: She does not have experience in close-quarters combat, and her arsenal reflects this.
  • Hard Habits to Shake: Despite her efforts to the contrary, she is intimidated by magic and will be reluctant to come into contact with any not explicitly tailored to healing.

MOTIVATION: She is opposed to Liveria's zero-tolerance for magic, upon which she blames her brother's death. If the princess were restored to power, and the two kingdoms reunited, perhaps others might be saved from a similar fate.
GOALS: Regardless of her unusual upbringing, Charlotte wants nothing more than to reconnect with her family and home. To a lesser extent, she hopes one day to meet her mother.
VALUES: Despite her bastard birth, she was given a good life, and has come to respect the roles each person is given in the social order. Additionally, she gives her loyalty freely, believing that it is borne through sacrifice and expecting others to act in kind.
ANATHEMAS: After watching her brother die due to others being too proud to question their beliefs, she is quick to challenge so-called absolute beliefs—such as "all magic is dangerous" or "no man deserves death".

SIGNATURE: @Holmishire, ready to serve.

  • Charlon, Lord of House Niverolle. (uncle)
    • Nicolette, Lady of House Niverolle. (aunt)
    • Young Lady Marion. (cousin)
  • Sir Osmont, of Niverolle. (father)
    • Cécile. (step-mother)
    • Estiene; deceased. (half-brother)
  • Maëline, the elf. (mother)
 
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-----PERSONAL-----

NAME:
Rosvita
RACE: Human
AGE: 26
SEX: Female

APPEARANCE:
Often mistaken for a man at first glance - both in demeanour and appearance - Rosvita stands at solid 5ft10 with dark, close-cut hair. There is nothing soft about her; not the angles of her face nor the glaze of her green eyes, but that doesn’t make her entirely uncomely. Lean and reasonably mean, weighing in at around 210lbs, Rosvita’s strength is mostly carried in her upper-body, giving her a broad frame. Though her feminine side would not be hard to get in touch with, it has never been something that she was interested in aside from the occasional black or brown kohl around the eyes; though that’s more war paint. Weather and war worn would be the best way to describe her. Quite literally when it comes to the marks across her jaw that are constant due to the amount of both fletching and scratches that make contact each day.

EQUIPMENT:
An inherited bow is never far from her side, it’s her one and only true companion. It came to her recently with the death of her elder brother. They’d named it Hellpfeil. Which means one thing in their language (Brightarrow) but quite the opposite in another… She also carries a pair of throwing knives. Mostly, Rosvita will be seen wearing more supple leather protection, though she dons basic yet expertly kept armour when called to the front line.

BLOODLINE:
Rosvita was born into a family of wealthy tradesmen of magical heritage. Although there are no living natural mages currently, their prowess at both helping create and wielding magic-enhanced weaponry is rumoured to be a result of this.


BIOGRAPHY:

When birthed into a war-torn world, a special sort of ignorance is also born. That of knowing no better. Of believing that fresh meat, a good story, and three days without a friend dying is the epitome of life as we live it. A bliss so far removed, it hurts to imagine. But when meat spoils easily, and death in the most predictable occurrence in Rheinfeld, the stories are what people really live for. Stories of a time before the Archangel and The Forsaken, and dreams of a world without them once more. Both are intangible. Pure fantasy to the new generation. But at least it gave people something to fantasise about, a distraction, if it were - and for a few more optimistic visionaries: hope.

His name was Ber, the spreader of such hope. He planted his seeds well and he kept them healthy for as long as he could. An old man, it was all he could offer to his crippled city. The youngsters worshipped him. As children began to be left to practically raise themselves amidst the demand for soldiers, Ber was the strangest of nannies but a bard like no other. He fought with his tales and his music and his laughter, and gifted the youngsters with something invaluable. Something good, something wholesome: a childhood, no matter how disillusioned.

Rosvita was never a frequent attender to his circles but her time with Ber was still the most precious, although her later sanity would not entirely depend on it like some, who would eventually turn to alcoholism and other means of escape. She was lucky, her family protected in the beginning as they continued to develop new weapons for the waging war. They were mostly outsiders with close connections to the Mage Collective. Valued members of society, though always somehow kept closely tethered by their highers. Whether because of the threat they could pose, their strange way of viewing magic or the fact that they were just plain odd and tended to wear peculiar spectacles as they invented, they were always unsure. The family were reclusive, educated and religious. Wholly, they are known for being good and kind people; at least on the surface. But even their safety could not be guaranteed as they were soon dragged into the war one by one. Now, their numbers are dwindling and the workshops are desolate. Abandoned aside from an old man wearing those signature spectacles that was once Rosvita’s grandfather, now a vessel that paces and mutters, slowly going insane.

Rosvita was always less eccentric when compared to her family. It was said that she had a simpler mind. More akin to a warrior than an inventor, and so her turn towards combat training was supported. Marksmanship was soon found to be where her true talent lay. Words like Ber’s resonated with the hero inside and she joined the military when she was sixteen. In four years’ time she was operating as a captain, though such titles meant little in an army drowning in desperation. Entering the war with more training than most was what gave her the head start and the avoided instant slaughter. War is her life. It always has been, and for a long time, it’s all that she expected it to be. For ten years, there has never been such a thing as off-duty to Rosvita, whether it be planning, training or fighting. That special sort of ignorance previously mentioned protected her for a long while, but there’s only so much heartbreak one can take. There was no such thing as home, and with friends and family lay slain, it took only one more devastation for that ignorance to be brought into question.

Yet again, it was Ber. But this time, the loss of him. The attack was targeted, and took place during the night. There was no sign of much struggle and no one was entirely sure of who conducted the murder, though of course all eyes were on their most immediate enemy. This could have been ignition for many, but the death of such a revered member of an already-broken community had the opposite effect. Their hope truly was gone, dead.

Or dashed, for now, but not necessarily for those visionaries that he helped create. The tales of Ber’s last story continued to live on. A story that had been told a thousand times, except with a twist. A princess who survived.

Perhaps there was a way for hope to live on, too.


-----OPTION: HYBRID----
MAGIC CONCEPT:
All magical effects produced by Rosvita manifest through Hellpfeil, her bow. It is the only remaining magic-enhanced weapon that still belongs to the family and has been constantly developed and recalibrated throughout the years. However, it was never originally theirs as the artefact used to power it was actually stolen. The fact has always been a huge family secret, so much so that the new generation has no idea what is really concealed in the limb. With this being said, Rosvita has always felt that the bow has its own personality. One that she did not like when she was younger, but that she now feels she understands but not entirely trusts. Most would wave off the idea that Hellpfeil is sentient in any way, but the family has a different take. With their skill and insight, and overall gift – they believe that all magical artefacts inherit some of their creator(s).

It is the bow itself which gifts the arrows. Originally calibrated with the help of a mage of light, Hellpfeil’s abilities represent this, though some other shadier additions were made which Rosvita believes adds to the odd temperament of the bow.

SPELL EXAMPLES:
Brightarrow: Hellpfeil’s original feature: Released arrow contains light energy that is freed when target is hit, creating a burst of energy and light known to knock men flying within fifteen yards.
Simple Enhance: Released arrow flies faster and stronger, often ripping through targets.
Lack of Lucidity: Released arrow will create a haze capable of confusing up to 50 people, causing disarray within the cloud of translucent white.
Distractor: Released arrow will create a diversion, decided on by the bow herself though usually a mixture of both noise, light and white smoke.
Nightfall: Released arrow into the sky will cast darkness and cold upon the immediate area for up to 30 minutes.

STRENGTHS:
To Be Brave: Rosvita is an innately bold person, willing to put others before herself and always offering to take the lead. She will take anything in her stride, whether that be a burning building or a flurry of arrows heading her way.
Sureshot: Her marksmanship skills are arguably her biggest strength, though her ability to hit her mark is increased when assisted by Hellpfeil. Without her bow, her skills are still impressive, though hitting her target only perhaps 75% of the time.
Wakeful Endurance: Rosvita is used to taking her rest wherever she can find it, and can stay awake for almost inhuman amounts of time. This also expands to her being able to stay active and concentrated in a similar way.
God is Good: Her faith and belief in the existence of true goodness keeps her motivated.

WEAKNESSES:
A Case of the Shakes: Over the past few years Rosvita has developed a case of shaking hands. It tends only to affect her during what little downtime she has, though it is her biggest fear that it shall start manifesting during battle.
No Nonsense: Unsurprisingly, such an environment as Rheinfeld failed to instil any light-heartedness in Rosvita. She has little to no understanding of basic humour, let alone sarcasm, and any joke she has attempted to make has fallen flat. On a more general note; her social skills beyond giving and receiving orders are minimal.
A Special sort of Ignorance: Rosvita is untravelled and unexperienced in anything other than her nightmare world. There is only so much one can learn through tutors and books.

-----BACKEND-----
MOTIVATION:
She wishes to be the hope for other people, and to hope for those incapable of doing so.
GOALS: As well as a want to bring this tale of ‘peace’ to her homeland, she also wishes to find the bigger picture of the world, as she has been blind to it for so long.
VALUES: Rosvita still holds strong to the fact that God is good and will protect his integrity fiercely, making her loyalty one of her most unwavering values. This links closely to her sometimes too-blunt honesty. She also has a strange fascination with the concept of innocence and peace and harmony, and so in a sense, she holds the values that her people wish to be real.
ANATHEMAS: There are a number of things that both irritate and confuse Rosvita. The most prevalent being: inconsistency, lack of discipline and secrets.

SIGNATURE: Lialore
 
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-----PERSONAL-----

NAME: Joel Tennyson
RACE: Human
AGE: 19
SEX: Male.
APPEARANCE:
larric_by_chazillah-dadohce.png

Source.
178cm, 68kg
EQUIPMENT: Dagger, lute, bow, flute, disarming smile.
BLOODLINE: Commoner. Renalta.
BIOGRAPHY: The origin of Joel is best described as a myriad of factors. Namely, whores, spirits and bad decisions, resulting in a cradle in front of his single father's cabin. Joel's father was a working man. A labourer for hire, commonly on the roads between Liveria and Renalta – or at work at the formers harbour. Mayhaps boorish, mayhaps foolish, Joel's father was a good man at heart. He took care of his son where he could, but as a working class single parent, much of Joel's childhood could be rather lonely. Lacking a steady amount of parental love and supervision, Joel searched for such means where he could. He would help his father's friends out at their market stands more for the praise than the free apples – and with his boyish wits end up befriending regulars and street musicians. The way a man with a lute could paint a smile on strangers their faces... It was just what Joel wanted.

Because his father's work was of a freelance nature, some months were more difficult than others. When a song wouldn't yield enough coin, a teenage Joel learned he'd need employ different methods; something a working stiff like his father would never approve of. Yet, what choice did Joel have when his father wasn't home, or so the boy reasoned. He lost touch with cut-and-dry morals and many of his relations grew more tense throughout his adolescence. As such, Joel grew up to have many doubts about himself. Though he himself had but few qualms with pickpocketing and cheating when necessary, Joel wished to be subject to the boundless admiration the heroes in his songs enjoyed. Heroes that were just. Yet for a commoner like him, such heroics were simply not part of reality – or were they? What if Joel were to, say, save a princess?

----OPTION: MUNDANE----

SKILLS/TALENTS: Joel is a bard and entertainer for all ages. He comes equipped with a song, roguish charm and enough moxie to put both to use. Joel is competent with bow, dagger and sword, by civilian standards, though his skills are lacking by military ones.
STRENGTHS:
  • A man of the people. Joel is a man who likes to paint smiles on faces. He likes to be liked and is fairly good at gauging what it takes to achieve that.
  • Excellent hearing. Joel can follow any bar conversation while counting how many rats are scurrying below floor while a group of Liverian sailors is celebrating their return in said bar. Long story short; he hears things.
  • Magician's hands. Joel's rather deft at the more delicate tasks. Lutes, locks, ladies, you name it, he's got an aptitude for it.
WEAKNESSES:
  • Mudblood. Magic resistance rolls a zero.
  • Never the troubadour. In regards to nobility, Joel is a little... Uninformed. He's not seen or spoken to many nobles and his casual joviality is likely to rub many the wrong way.
  • We're going to see the wizard. Joel is quite clearly lacking in combat experience compared to most adventurers in the party. There is much he has to learn on this journey – which means he might not always be equally useful.

-----BACKEND-----

MOTIVATION: Singing about better men's tales and lands he hasn't seen is something Joel would like to grow out of. A little princess-hunting would provide him with adventure and scenery to spare.
GOALS: To become worthy of song and respect.
VALUES: Overall, Joel subscribes a chaotic good; holding individualism in high regard but being flexible in how such freedom is obtained. Though generally benevolent, Joel also is... A bit of a hedonist. As such he values attention, wealth and pleasure more than the common man should and these allures commonly contradict his morals. Similarly, Joel is no stranger to compromising his ideals when falling on harder times. While he tries to do good, he hesitates to if it comes at great cost to himself. That said, being born and raised in Renalta, tolerance is up high on Joel his value list. He's also fairly patriotic in this regard, because his country is the one actively pursuing better times for all.
ANATHEMAS: Restriction of personal freedom. Warmongering without purpose. Racism.
SIGNATURE: Ouverture
 
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This post is being split into multiple parts. This is Part 1 of 4.

Alright folks, here is how reviews will work.

#1: I'm splitting points made into three categories: Error, Suggestion, and Informational. Errors need to be fixed in order for the sheet to become approvable. Suggestions are advised edits based on a perception I have about your character, which will make it easier for me to approve it--you can decline a suggestion and explain your reasoning as to why. Informational materials simply feed you with more lore, specifically prompted by and oriented to your character concept, you typically don't need to change anything with an informational statement unless it is an error or a suggestion.

KEEP IN MIND: An error may not even be your fault. In fact, it probably isn't if it has to concern a lore contradiction--it just needs correcting. I can't really explain this world in full detail without then boring everyone to death, so, this is more of a touch-and-go "inform as it becomes required" type business.

#2: Everybody's probably gonna get some of these errors, suggestions, and informational statements--don't feel bad by an ample supply of points.

#3: Characters reviewed now are not necessarily approved for later. I'm still going to give a minimum of one more week for people to write character sheets, upwards of two weeks. In other words: Seven days to fourteen days.

#4: I'll quote every character sheet in question. Included with the quotes will be (marked citations) indicating when there is a grammatical error. Spelling errors will simply be marked in red, like a spellcheck would do. Eg: "My character is teh best" becomes "My character is teh best". If you are colour blind, let me know and we'll find a different way to go over spelling and grammatical errors. The only point of the spellcheck/grammar exercise is to help you improve your spelling and grammar, it will not stop you from joining the roleplay nor affect my opinion of your character sheet so long as you possess at least an elementary level spelling and grammar ability. I make mistakes all the time.

#5: I'll give a recommendation to you about your character when I'm done with each review. Take it or leave it--it's not set in stone, nor is it concrete, it's just my opinion.

-----PERSONAL-----
NAME: Laurenz Eckhart
RACE: Human
AGE: 33
SEX: Male
APPEARANCE: Broad shoulders, fit but not overly muscled. Fairly tall, about 6'2" in height, and weighing approximately 270 pounds. Short, Dirty Blonde hair, with a short, well-maintained beard supported by a strong jawline. Blue eyes under fairly thick eyebrows show a mixture of experience and despair.
EQUIPMENT: A customized suit of platemail, with the left arm cut down on armour to facilitate the use of a shield, and no helmet, though a torn and worn tabbard adorns the front, showing a faded Rheinfeldan emblem. He wields a customized tower shield, with a large notch-like area missing from the left side (right side facing the inside of the shield) to hold a spear or a rifle in, and bottoming out in a pair of triangular flanges, to facilitate stabbing it into the ground for added support. In combination with this, he has a main arm and two side arms: First is a rifle that he had customized himself; the overall frame is reinforced with long strips of metal, and the barrel is heavily reinforced to prevent damage to it when the gun is used to parry attacks. Attatched just under the muzzle is a wicked-looking bayonet, permanently affixed as if it was part of the construction of the weapon. For times in which he must abandon his rifle and shield, he has a hand-and-a-half sword at his hip, and a dagger in his boot.
BLOODLINE: Minor noble household of Rheinfeld, though status doesn't matter much in the ruined country.
BIOGRAPHY: Born three years prior to the outbreak of civil war in Rheinfeld, Laurenz of House Eckhart was a fine young lad, bright-eyed and optimistic, even while the civil war raged far from his house. Truly, he represented the country's motto proudly up until his teen years, when his world came crashing down and the war effort came to his house. Everything changed when he was sent to war, and he learned the horrors of not only battle, but the enemy his people faced: The Forsaken. Having survived many battles as a shieldbearer on the front lines, some of his comrades said he was a miracle sent by God himself, but the young man did not see it that way. (Paragraph space missing!)
A few years passed, and the war weighed heavily on the man's body, and on his consciousness, and on his soul. He had lost many friends, some of which he had to put to the sword himself for joining the enemy. The young, wide-eyed boy was long since dead, and only a broken man, truly reflective of Rheinfeld's current state, remained. One day, he decided to pack up and leave, though not before a midnight raid on his encampment. Once more he lost comrades, and once more he lived to tell the tale. Instead of returning to his superiors, he left, the decision weighing heavily on him, though ultimately overshadowed by his guilt and loss from the war.
Now he finds himself staring at one last glimmer of hope for his people, one last shining light in the darkness, and he utters a single phrase as he trudges heavily towards it: "Glaube Vervaltet".
----OPTION: MUNDANE----
SKILLS/TALENTS: A skilled shieldbearer, capable of defending against most any charge, or any heavy, unwieldy blows, even with a normal shield. Also skilled in the use of spears, swords, and rifles, he is a deadly combatant at most any range.
STRENGTHS:
  1. God-Given Strength: With a powerful build, and the skill to use it, Laurenz can lift quite the heavy load, wielding his shield with surprising ease despite it's size.
  2. Will of Rheinfeld: With the determination befit of his people, he will refuse to bow or break, even in the most dire of circumstances.
  3. Sentinel and Striker: An expert at fighting defensively, Laurenz can parry or deflect most blows, even without a shield, and strike back just as swiftly.
  4. Veteran of the Long War: Years of frontline warfare has trained his sword arm and his aim to an impressive level. He can give as good, if not better, as he can take.
WEAKNESSES:
  1. Glaube Scheitert: The countless battles that he has somehow survived weigh heavily on Laurenz, the memories of the lost still haunting him this day. He rarely sleeps, and when he does it is quite restless, usually interrupted by vivid night terrors and reliving those horrid scenes.
  2. The world is a stone, chained to my ankle: Due to his equipment, and the weight of his experiences, Laurenz isn't very maneuverable or fast. Even out of armour, he struggles to keep pace with those his age.
-----BACKEND-----
MOTIVATION: Laurenz seeks to return the Princess to her rightful throne, that she may cast out the Archangel once and for all, and whether it be directly or indirectly, end the civil war in Rheinfeld.
GOALS: Redemption, Penance, and Forgiveness, for the sins he had committed on the killing fields, for his abandonment of his people, and for those he could not save. He also wishes Rheinfeld returned to its former glory, no longer plagued by the Forsaken's foolish struggle.
VALUES: Values honour, integrity, and love for one's fellow man. Any fight he partakes in, he will fight fair, even if it results in his loss. He also values a quick death, due to the amount of suffering he has seen in the civil war, and by extension he values the prevention of suffering in general.
ANATHEMAS: Blind zealotry, Violence without a cause, callousness towards the downtrodden, The Forsaken, Abarron, Defilement of religious objects
FAVOURITE FOOD: Steak, medium-rare, seared on the outside, seasoned with salt, paired with a cool Rheinfeldan ale.
SIGNATURE: DeadAxl

Ah, you. Yes, time to review your sheet, you Deus Vult screeching nutcase. :p

#1 (Informational, Suggestion): Wielding a firearm--a customized firearm no less--in Rheinfeld, as a Rheinfelder, would be a sign of incredible wealth, as well as possible connections to Renaltan lords. Coming from a minor noble house, but wielding this firearm made just for you would be jarring. You can do it, but it might help me to understand how and why, exactly, your minor noble house would go to the incredible expense of avoiding simply becoming Crusaders or Templar instead. Remember, Rheinfeld doesn't even have firearms at the individual level. Refer here.

#2 (Informational): Rheinfelders primarily brew beer and wine, moreso beer as of late. It's not uncommon to find Rheinfelders with alcoholism problems, especially among youth where it's potentially the only escape they have.

#3 (Suggestion): Bold section headers to make it easier to follow on the eyes.

Final Recommendation: Explain why you're using a gun as a minor Rheinfelder noble. Elucidate this for me. Beyond that, it's pretty alright!

NAME: Sisera De Platine, 3rd Steward of Renalta

RACE: Human

AGE: 41 (though technically he should be in his mid 80's)

SEX: Male

APPEARANCE:
portrait_painting_8__oils_by_jfgallery.jpg
Sisera is a well built man at six foot, with broad shoulders and a lean muscular body. He has a trimmed goatee and short black hair along with faded violet eyes. His body is covered from his feet to his neck in scars; thousands of puncture wounds ranging in size from tiny needles to large circular scars up to three inches in diameter. His clothing consists of a long sleeved black tunic and brown work-pants tucked into a pair of cowhide boots. He also wears a long black furred cloak for longer periods of travel.

EQUIPMENT: A pair of swords sheathed to either side of his waist. His dominant sword is an Estoc, made primarily to pierce armor (though it cannot cut or slice very well) that is 52 inches in length. His secondary sword is a simple broadsword around 39 inches in length.

The black Tunic that he wears and small metal plates sewn into the fabric to offer some minor protection to his person.

BLOODLINE: Arcana, was born into the higher echelons of Renaltan society but is not technically a noble.

BIOGRAPHY: Sisera was raised in the family of the De Platines. A family that had served as the Stewards of Renalta for the past two generations with his Father, Harald De Platine, serving as one of the more controversial Stewards. In public he was a fat, jovial man with a reputation for gluttony and drinking one to many mugs of mead and glasses of wine. But it served as a clever facade for his scheming and cunning nature as the closed door representative of the royal family whenever there happened to be private disputes with the nobility. This left the De Platines with a rather close bond with the royal family but at the expense of the rest of the nobility disliking or outright hating them.

Due to this Sisera led a rather lonely childhood. However, it became apparent to his father and the royal family that Sisera was nothing short of a child prodigy with magic. Showing immense promise with it at age 8 and by the time he was ten years old was well on his way to becoming a fire mage of incredible talent. Reading hundreds of books on the overall subject of magic gifted to him by his father. By the time he was 15 years old he seemingly had not only mastered this volatile magic but had developed his own brand of casting it that relied on using body movements to control and cast magic instead of simply using one's mind. This led to him being called "The Fire Dancer" and he would often put on small shows to entertain foreign diplomats.

During this time of his studies he also demanded that he take swordplay lessons. Sisera's constant harassment to his father on this subject led Harald to teach what he thought would be cruel lesson on Sisera and asked the members of the royal guard to personally teach the boy. Hoping that their harsh lessons with hard wooden swords would deter the boy. To his Father's shock, the boy, despite being covered in bruises and cracked ribs kept attending lesson after lesson. Over the year the combination of his specific style of magic casting and his sword training gave him an athletic, muscular body.

Sisera was 18 years old when Camilla was born. Within a few days after paying respects to the infant in her cradle the Queen noticed a strange devotion in Sisera as he would come by every few days to inquire about the health of the child. His loyalty to Camilla did not become truly apparent until a year later when Camilla was stricken with a life threatening fever. Soon after, Sisera disappeared and Harald and the Royal family learned that he had headed to the outskirts of the capital to build a makeshift shrine to God where he prayed for the Girl's survival. After three days of praying, Camilla, whether by coincidence or not, slowly became healthy again. Sisera's alarmed father went out to fetch his son and was shocked at the malnourished state the young man was in and soon caught a fever himself.

When Princess Camilla reached five years of age, Sisera became entrusted as her caretaker. As the years went by, her own latent magical ability began to emerge and Sisera requested that he also act as her tutor for the years to come. A request that was quickly granted. And so like his father had done for his son, Sisera gave Camilla all the books he had on magic and taught her everything he ever knew. However, it would sooner or later become apparent the Camilla, like Sisera, also showed incredible talent with magic at a young age and by the time she was 15, there was nothing he could teach her that she couldn't simply teach herself.

When his role as Camilla's caretaker and tutor came to an end he began to isolate himself and gained a reputation among the upper class as an eccentric and recluse. Sisera learning the trade of his Father did little to help his reputation and he began to show up to court as his Father's representative due to the latter's old age and ill health due to a lifetime of nonstop drinking and feasting. Harald eventually stepped down and Sisera officially assumed the title of the 3rd Steward of Renalta. He saw little of Camilla during those years outside of formal appearances at court and usually only addressed her with a respectful nod and bow. While he maintained friendly relations with the King and Queen, privately, he seemed more distant and stoic than before.

As Steward at court though, Sisera developed a fiery reputation and his public spats with the nobility-who grew to hate him even more than his father-would become infamous. An amusing example was when he would put down and humiliate anyone who wished to claim Camilla's hand in marriage. Pubs and Inns would roar with laughter as bards would sing about every flaw Sisera had listed towards possible suitors. Interestingly enough, the Royal family never put a stop to these put-downs.

When Abarron began his march towards the capital, Sisera, along with the Royal guard led the defense of the city as his aging Father assisted with spiriting the three Princesses to safety. In order to buy them time, a desperate Sisera utilized ancient magic of the Imperium and drew a spiderweb of chalk circles and placed powerful mages around them with himself at the center. As he absorbed and leeched their power, slowly killing them, his own magical abilities exploded and he managed to surround the entire capital in a barrier of scorching hot flame. Holding off the Archangel and even the templars long enough for the Princesses to flee the city. When his barrier had finally be broken through by the templars, his tired and weakened body picked up a sword and with the remaining guards fought the mercenaries until he was beaten back and retreated to the court room, where he found the Archangel had already slaughtered what was left of the royal family.

In his rage, but with no magic left to spare, Sisera threw himself upon Abarron and was quickly defeated. Beaten and at the feet of the wrathful Angel, Abarron demanded Sisera tell him where Camilla was, only for Sisera to spit on him in response. It was then that Abarron's capacity for cruelty became apparent. He took Sisera as his captive and paraded him around the burnt capital for his entire invading army to see.

He then brought him to a secret place, a cavern deep beneath the earth and locked him in an iron maiden. One with twisted magical properties. The spikes within the Iron maiden would shoot out and pierce deep into the skin and muscle, it would then begin to rotate and twist within Sisera's body; scrambling his nerves and muscles before retracting. But the Iron Maiden's magic would heal Sisera's internal damage to an extent and keep him alive in morbid suspended hibernation, where he would never age and never die from his torment.

For 45 years he was locked in that device, with Abarron planning to release him at his own whim, hoping that Sisera would be more susceptible to tell the Archangel information about the last remaining member of the royal family. For 45 years Sisera dreamt of nothing but the pain of serrated spikes and needles ripping into his flesh.

Then something extraordinary happened. Earthquakes deep beneath earth began to convulse around the cavern that housed Sisera's prison. Rock and dirt violently shifted and and Sisera's hellish sarcophagus began to rattle and shake violently until it's magical lock was broken and Sisera stumbled out. Free for the first time in what felt like an eternity. His mind warped and fragmented and his body mutilated. For three weeks he wandered naked into the depths of the caverns, feasting on the unnatural creatures that dwelt in the underground for sustenance. It was only when he stumbled upon a small community of astounded dwarves was he given respite from his mindless wanderings in the dark and they nursed him back to health.

It was then that he learned of how much time had passed and what had transpired in his absence. The world he once knew was gone and even more than that. His body had changed for the worst. His nerves were damaged beyond repair to such an extent that not even the mightiest of healing magic would ever help him. The strong constitution that he had built up within his years of training with the royal guard was obliterated, for even a good simple punch felt like his bones were rattling and cracking inside his body. Even his magic had been robbed of him. Trying to cast his once acclaimed fire magic would result in pain shooting up through his body before the spell would simply explode in his face. The heat and fortitude required for such volatile magic was too much for his fragile body to handle. He forever lost it's touch.

But magic itself had not escaped him. Determined to be able to use even a fragment of what he was once capable of, he experimented during his six months of staying with the dwarves and forced himself to learn "smoke magic" A bastardized form of fire magic seen as nothing more than a cheap trick used by street performers to entertain children. Yet Sisera, with all his general knowledge on magic managed to figure out how to make it an effective, if niche, ability.

When Sisera finally left the Dwarven town and emerged above ground, he eventually made contact with the Mages Collective and claimed who he was. Though the Mages were more than a little skeptic of his claim as the former Steward of Renalta. His intimate knowledge of the Kingdom's royal family that the vast majority of people would not be aware was enough to at least take his claim seriously. He offered his services to them until the time came when Camilla would return, where he would once again pledge his eternal loyalty to her. For the past five years he has wandered the Southern lands as an agent of the Mages collective, gathering any intel that would be useful to their goals

OPTION: MAGIC
MAGIC CONCEPT: Sisera utilizes smoke magic through essentially 'lowering' the heat of his former fire magic to such an extent that not even a warm ember can remain and all that is left is the smoke. His method of casting spells is less through mental fortitude and more through the movements of his body, the larger the movement, the faster and larger the smoke will become. Simple movements of his fingers for example can result in small lines of smoke coming from his hands. With simple gestures like this he can build up a large amount of smoke, but it would take quite some time. On the other hand, large flashy and dramatic movements involving his entire body can result in a large explosion of smoke in an extremely short period of time.

SPELL EXAMPLES: Sisera's smoke can be manipulated to any general shape and has quite a few practical applications

Cannot see, cannot breathe: A primary application is Sisera shooting smoke out into someone's eyes, the stringing sensation and the water that builds up around the eyes may be just enough of a distraction for a well place sword swing to hit its mark. However, if Sisera can manage to get smoke into a person's mouth, he can flood their lungs with smoke, essentially suffocating and killing the victim if Sisera so wishes.

Flood the room: Within a short amount of time, Sisera can release a massive build up of smoke. This can serve as quick cover to make an escape, or to obscure himself and others from enemies before striking them unaware (make sure to hold your breath!) or flooding a group of enemies with smoke to leave then disoriented and coughing. In this last application Sisera cannot flood enemies lungs with smoke. For in this instance there is too much of it and he isn't dexterous enough with his magic to control it to such a detailed level. However it goes without saying that if the enemies for one reason or another can't escape for smoke (trapped in an enclosed area perhaps) they will naturally suffocate, pass out and die.

Sensory smoke: Sisera has quite a long range with his smoke, it may be that he won't be able to see what he's doing if its out of sight. But he'll be able to sense it. If for example he leaves out smoke trails low on the ground, he'll be able to tell if someone walks through it. It's excellent for helping to keep watch when everyone is setting up camp for the night and can also serve as a trap to enemies. If they walk through the smoke, it can shoot up and potentially blind or even choke them if they're unlucky. This can only work if the smoke trail in question is still connected to Sisera's body in some way though. If he breaks off the smoke from himself, he can still control it but its sensory abilities will be lost on him.

Color change: One of the few aspects of his magic that requires using his mind more than his body his changing the color of the smoke to anything that he wishes. This doesn't have many practical applications but it helps with meditation and soothes Sisera's mind.

Controlling outside smoke: Something truly difficult for Sisera to do is control smoke that he himself doesn't make. Say from a fire for example. This is primarily because he has to manipulate this smoke with his mind, rather than his body and can tax his stamina quickly and leave him exhausted. Shouldn't be done under most circumstances.

STRENGTHS

Smoke Magic: [See Above]

General knowledge of magic: : Sisera has a impressive knowledge of the diversity of magic that permeates throughout the land. Though he is more learned in elemental magic than anything else, other forms of magic he at least has a understanding and grasp of how to fight against it.

Athletic: Despite his horrendously poor pain tolerance. Sisera even in his older years has still maintained his lean but powerful muscles. This is mostly due to the combination of the martial training he received as a young man and the the more physical dance-like style of his magic casting keeping his body in shape after all these years.

Swordsmanship: Sisera is a well trained swordsman and can hold his own against more veteran fighters. If he is impromptu given a sword, whether it be one handed or two handed he will know how to use it competently. He carries two swords, an estoc designed for piercing armor and a simple broadsword for slashing. He can duel wield these two weapons though he prefers to wield the Estoc alone with his dominant hand.

Courtly etiquette: Though Sisera's family did not come from nobility. His station demanded of him to be educated in the fine and proper ways of court. Though his days as the court steward were often rife with fierce arguments against other nobles on a whole slew of subjects, he was incredibly articulate with his fiery language and never acted in a manner that would be considered demeaning of either the court or the royal family. He is also reputed to be quite a good dancer during times of ceremonies and balls.

WEAKNESSES

Extremely poor pain tolerance: Sisera's nervous system has been utterly wrecked in a few ways. Most notable is his near zero tolerance for pain despite his muscular body. A solid punch would leave his legs shaking and ability to fight hindered for at least a few moments. Anything like a sword wound or a minor broken bone would leave him almost incapacitated with barely enough strength to try and get away to safety. If he ever suffered a truly serious wound or a major broken bone it's possible he could die from shock if not treated quickly.

Mental State: Sisera's mind can be shaky at the best of times and incredibly unstable, even violent at the worst of times. Plagued with disturbing nightmares, distorted memories and general feelings of nervousness and anxiety along with whatever delusions his mind could conjure up. His thought process can be irrational and quite bloodthirsty for the sake of revenge or some feeling buried deep in his subconscious. At times his mind can best be described as "fragmented" but not so much that he can't operate throughout the day. If his mental state is particularly rife with stress and pressure it can manifest itself in his smoke in the form of a poorly shaped hound. He also seems to have minor memory problems concerning the immediate invasion of the Kingdom and certain elements of his early life that can be described as a hazy blur

Magical Limitations: Though Sisera is well versed in the diversity of magic. When it comes to more forbidden magic he has practically no knowledge of it. Also, he is incapable of using Raw magic for the same reason he can't use fire magic. It really, really hurts.

Can't hit the broadside of a barn: Despite Sisera's smoke magic having some serious long range applications, he ironically is comically awfully with long ranged weapons from bows, to slings, to javelins. It was one of the few things the royal guards training him would tease him about incessantly.

MOTIVATION: Sisera is motivated by his loyalty to Camilla and their personal history above all else.

GOALS: To have Camilla placed on the throne as the new Queen of Renalta and to see Abarron and all of his allies brutally murdered.

VALUES:
He has a fanatic loyalty to Camilla and places that value above all else. He is willing to perform completely underhanded tactics for her sake and would not hesitate to kill an unarmed person if they ever presented a threat to Camilla. To those who are willing to swear loyalty to her he places them in high esteem and will strive to fight and protect them as well, even if they have a negative opinion of him. Though he can at times seems distant and aloof and not exactly a people person (previous courtly experience not withstanding) he does value social interactions with others, he just isn't great at expressing it.

ANATHEMAS: Anything involving Abarron or anyone who associates will bring him to a murderous mindset that he doesn't care to control. Whether it's quietly plotting their demise or shrieking in rage as he attempts to butcher them, he holds no illusions of mercy with that ilk and will do everything in his power to dispose of them. This same mindset applies to anyone who is a threat to Camilla, whether or not they are allied with Abarron.

People who would tend to mock or demean Camilla, whether intentionally or not will leave him quietly seething with fury and he will go out of his way to make sure it doesn't happen again if he can do so. Getting violent if need be.

SIGNATURE: Slade

Old friend... It's your turn for the chopping block.

Referring to line: "Showing immense promise with it at age 8"
#1 (Suggestion, Informational): Those born with magical talent tend to lie dormant unless it is detected. It is usually then only made active during times of immense emotional distress, or when nurtured by another mage. Thus why, in the Magic document, it stipulates that unless someone with the Arcana bloodline starts using magic before the age of ten, they never will. If you're going to mention him being a prodigy, it might pay well to know how anyone knew of his prodigal talent and at what age they became aware of his talents.

#2 (Informational, Error): The Royal Guard of Renalta would never be authorized or tolerated to abuse children physically for training purposes. During the Golden Age, abuse against soldiers undeserving of it even wouldn't be tolerated--the Royal Guards tended to stand for the best aspects and behaviours of the Kingdom of Renalta, and wanton abuse certainly doesn't qualify among those qualities. You may want to change this to something else--like mercenaries, or private tutors, who would have far less chance of being caught committing a crime (assault).

Referring to paragraph:
Sisera was 18 years old when Camilla was born. Within a few days after paying respects to the infant in her cradle the Queen noticed a strange devotion in Sisera as he would come by every few days to inquire about the health of the child. His loyalty to Camilla did not become truly apparent until a year later when Camilla was stricken with a life threatening fever. Soon after, Sisera disappeared and Harald and the Royal family learned that he had headed to the outskirts of the capital to build a makeshift shrine to God where he prayed for the Girl's survival. After three days of praying, Camilla, whether by coincidence or not, slowly became healthy again. Sisera's alarmed father went out to fetch his son and was shocked at the malnourished state the young man was in and soon caught a fever himself.
#3 (Informational): That kind of devotion would have been seen in a concerned light, even if it was endearing. Absolute fanatical loyalty to a baby is strange, even by Renaltan Royal standards. That being said, this would not have resulted in any negative actions taken against him, but likely would mean that he was watched for years after this, to see how his loyalty played out. You may want to keep this card in your salvo for later, as Sisera may have become aware that he was being watched over time, until it stopped.

Referring to line: "Interestingly enough, the Royal family never put a stop to these put-downs."
#4 (Suggestion): They absolutely would if it ever came to physical or financial ruination. It's one thing for Sisera to be a "barrier" or "test" of sorts for potential suitors, but they would not want an out-of-control steward causing potential diplomatic harm with noblemen.

Referring to lines: "In order to buy them time, a desperate Sisera utilized ancient magic of the Imperium and drew a spiderweb of chalk circles and placed powerful mages around them with himself at the center. As he absorbed and leeched their power, slowly killing them, his own magical abilities exploded and he managed to surround the entire capital in a barrier of scorching hot flame. Holding off the Archangel and even the templars long enough for the Princesses to flee the city."
#5 (Error, Informational): Renalta, even in its darkest days, would not authorize human sacrifice in a spell. Sisera would be dead if he tried to utilize the power of several mages in rapid succession--his body wouldn't be able to tolerate the stress. An entire army's worth of combatants could and would rip through the barrier of a single mage with ease, leave alone one headed by the Archangel. The princesses were evacuated from the capital before the siege even began, giving them a few hours head start in their escape attempts.

Referring to line: "It was only when he stumbled upon a small community of astounded dwarves was he given respite from his mindless wanderings in the dark and they nursed him back to health."
#6 (Suggestion): Sisera--hell, anyone, princess or otherwise--enduring 45 years of straight endless torture without reprieve would become a mentally broken car wreck. By the time the dwarves would have found him, there'd be nothing of his shattered psyche to truly communicate with anymore. That being said, instead of just saying "no" and leaving it there, I'm gonna offer an alternative: Noelle and the Mage Collective. Noelle would have a vested personal interest (for reasons left unsaid) in finding a survivor of the attack on Renalta, and Sisera would need either several years of intense mental therapy (which he doesn't have time for) or magic to aid in repairing his mental state to something approaching that of a human again.

He doesn't have to be fully healed from this, thus retaining his scarred motif, but 16,465 days of constant mental torture needs something to help keep it manageable. It's very possible that it might be impossible to fully heal him until he can resolve the Princess questline, for example. You even mention the Mage Collective in the end, so... :p

#7 (Query): Keep in mind that Sensory Smoke will become weaker the further it is from Sisera, and that maintaining a constant magical presence is a drain on him.

Final Recommendation: Make a few edits and think hard on the torture aspects. Come back to me later and we'll discuss in more detail what to do. The idea is sound (as it always has been), but this version of LoR is far less extreme than its predecessors were, so decades of endless torture hold far more gravitas than they used to.

View attachment 1655
(Credit goes to Sun Haiyang.)​
SECTION ONE - GENERAL

NAME:
Alice Émeline Moineau, of the venerable house of Moineau
RACE: Human
AGE: Twenty Three
SEX: Female
APPEARANCE: An attractive woman with a noble bearing, Alice has a pale complexion, blue eyes, and white hair that all serve to exemplify her Liverian heritage. She stands at 5'6 in height, and is of a lean, muscular build; born from her years of martial training. When she isn't in a suit of armour, she is more than happy to be seen in any garb of high quality that might allow her to pretend she is a ball-going woman of nobility, despite the many whispers that surround her in court.

EQUIPMENT:

  • Alice has a rather impressive sword, forged by a skilled Dwarven smith living in the Renaltan southlands. It is an impressive steel weapon, bearing a strange wavey quality that caught Alice's eye following her latest victory over a would-be suitor.
  • She favours a suit of well-constructed (and admittedly a little ornate) plate armour in combat. Despite her being a little weaker than most swordsman, she knows that she needs good defence in order to protect herself. Despite this, she is well versed enough in armoured combat to move around quickly and comfortably in the suit.
  • Alice also has a two-handed Crossbow, a gift from a 'suitor' that attempted to recruit her to the Liverian Witch-Hunters. While he was chased out by her father, she rather likes the weapon, for it provides her with the range and stopping power required to punch a decent hole in all but the most heavily armoured. Too bad she isn't good with it...
  • Alice's constant travelling companion is a spotted white horse named Phillip. Phillip is the oldest horse from her family stable, but he is reliable and carries equipment well.

BLOODLINE: The only child from the house of Moineau, a Liverian Noble house that sits upon the council.

BIOGRAPHY:
Alice was born to the loving union of a Liverian Noble and a Renaltan merchant. Her father and mother were united in a beautiful wedding that was supposed to quell some of the growing tensions between the Liverian and Renaltan people following the decade's earlier call for independence. Many of the upper classes lorded it as a sign of peace and progress, and yet sadly, time shows that hope was short lived. War soon broke out and though husband and wife stuck together on the Liverian side, newly-joined family fought as generals on the opposite side. It was a difficult time for the young Alice, who grew up knowing only her parents, and the whispered memories of half-a-family trapped on the other side of a border conflict.

On her twelfth birthday, in 149 AC, war made its biggest claim on the Moineau family, and the first claim that Alice was conscious of. In a surreal moment of the war, Alice's father managed to capture his step-brother, following a bout of single-combat to end the fighting more 'peacefully'. Whilst organising the ransoming back of his Renaltan kin, Alice's mother rode onto the field to speak with her kin. While it was not a typical event at war-time, it was one of the few opportunities that the Renaltan born matriarch of the Moineau family could speak with her blood-kin. Sadly, it would also be her last. A Renaltan sniper took a longshot, aiming to kill the Liverian general and narrowly missed the mark. She was killed instantly, and both generals wept for the loss of sister and wife. A sombre mood swept over the field of surrender, and Alice -who was at the Liverian base of operations- did not even get to see her mother's body, so disfiguring were the wounds. Just like that, her mother was gone.

It was only a few months later that the Ceasefire was signed, and Alice grew cold in those few months. The once-warm child grew bitter at the loss of her mother, and found little solace outside of her father's presence. She took to educating herself, working to master matters noble and mercantile by the time she was sixteen. Still, there was a void in her bitter life. She resented what was taken from her, and in truth resented a many other things; clueless peasants, fire-arms, and her mother's inability to shape things as well. Her hatred lit a fire, and the fire found a constructive outlet in swordplay. At first, it was a distraction, but much to her father's chagrin she proved to be very good at it. She demanded the finest of tutors be added to her education and, unable to resist his daughter's demands, her father agreed. Soon, she was learned in the great-many styles of Liverian swordplay, and had gotten herself a reputation as a fearsome one-on-one combatant. By the time she was twenty, she had earned a winning streak; undefeated amongst her fellow nobles, and rarely bested by professional knights and tutors. Due to her own demanding standards, she was a difficult target for suitors; and many attempted to woo her through duels. They almost always proved unsuccessful - with one exception that was rejected by her father instead.

Eventually, when word of Amora Mann's quest to find the princess spread to her circle, Alice made preparations to join the former-Liverian noble as a representative of the Council of Nobles and her house. While her father disapproved of her 'recklessness' she disarmed him with promises of reuniting the fallen brothers Liveria and Renalta, even reminding him that it is what her mother would have wanted. He eventually acquiesced, and Alice left the country; for the first time since she'd lost her mother to war.

Liverian Nobledaughter who's mother died in the Civil War. She latched onto Swordplay and education as a coping mechanism, and become very good at both. Wants to find the Renaltan Princess because it would unite the two countries and would give the spectre of her mother some peace. Whee~


SECTION TWO - MUNDANE SKILLS


SKILLS/TALENTS:
A phenomenal duellist, Alice's main skills lie in melee combat, where she can take apart combatants heavily armoured or lightly garbed with relative ease. While she is armed with a Crossbow, she is not an expert by any means. She is also an expert in all things etiquette and mercantile; knowing how to run a business, an army, or a noble house with the shrewd talent of a well-educated Liverian noble.

STRENGTHS:

  • Strike, Parry, Riposte- An exemplar of Liverian swordsmanship, Alice is at her best with a sword in hand and a single opponent opposite her. Only a true master would be able to give her challenge.
  • Cold and Calculating- As far as Liverian nobles go, Alice is one of the more intelligent to be born with Blueblood. She knows that her status is only secured by chance, and has used that status to educate herself in a great many things: From politics, to policy, to farming protocol. She has made her best efforts to have at least passing knowledge of just about every mundane thing possible, and some non-mundane things beside.
  • Shrewd Negotiator, Bold everything-else - Alice has knowledge of statecraft, diplomacy, and people; and uses her knowledge to get what she wants. She is perfectly within her element when she is talking people down, approaching with a bold attitude that presents her as always having the upper hand, even when she doesn't. Some think this makes her nothing more than a spoilt, haughty 'Princess', and she doesn't care to dissuade people of that perception. After all, it is easier to prove them wrong with a lash of the tongue, or a swipe of the sword; should they care to underestimate her.
WEAKNESSES:
  • Fight me Fairly! - Despite owning a ranged weapon, Alice is a much weaker opponent when she's having to fight at distance. She's by no means slow, but she won't outrun a gun or a bowman. She also isn't very good with her Crossbow, only hitting every other time at any long distance.
  • The Princess' Pride - Alice is a prideful creature, and her natural cold nature can make her seem shrewd and inhospitable. This sometimes sours initial meetings, especially when it comes to meeting peasantry and non-nobles, who might exacerbate her already cold nature.
  • Magic? Um... - Alice doesn't have any counter-measure to dealing with mages. Literally none. Illusions? They'd get her. Fire magic? It'd burn her. Her only option with magic-users is to hit them before they hit her. It's not exactly an appealing thought, especially considering some of her company.

SECTION THREE - CLOSING POINTS


MOTIVATION:
Alice intends to find the Princess so that she might reunite the disparate states of Liveria and Renalta. She is under the belief that the Crown-Prince would acquiesce to the true Crown, should they legitimately return, and she sees no alternative for the slowly-dying Liveria. If, by her actions in rescuing the Princess she were to improve the standing of the Moineau family at the same time...well, she certainly wouldn't turn down the opportunity.

GOALS: Alice is surprisingly void of long-term goals. She'd like to find a worthy suitor some day, and she wants to improve the standing of her house, and her country. She even loves her father enough to want to make him proud.

VALUES: Alice values honesty and self-betterment above all things, and believes in improving herself and her country through honest trade and honest hard-work is the best way to improve the world. She probably aligns more closely with Renaltan ideals on social mobility, although she thinks that the Liverian ideals on Magic use and having one prove themselves before having citizenship extended to them are superior.

ANATHEMAS:
Alice's hatred of firearms and magic trump her otherwise logical views of the world. She hates slavery because it represses people who might have desirable talents from raising their stock. She hates the general idea her country has that women cannot lead because she is a far more competent statesman and swordsman than the vast majority of her peers. She hates being lied to because it is a waste of her time. It is mostly illogical things that annoy her most, as well as things that remove skill and practice from the equation (See - Magic and Firearms.) Any idiot can pick up a gun and fire it, and any idiot can get lucky and learn magic so as to change the world around them; it takes someone with Charisma and gravitas to change the world with words and hard work, and someone dedicated and hard working to master the sword.

SIGNATURE: I, Limeypanda, being of sound body and mind do declare that I've signed more of these 'signatures' than I've probably signed other legal documents at this point.


SECTION FOUR - EXTRAS



OPENING OPINIONS - A section for forming opening thoughts on characters; mostly NPCs at this early stage.

Amora Mann - Ex-Liverian Noble
"You seem like a good man, despite being a mage. It seems we both suffered loss during the Civil War...Please keep your summoned monstrosities away from me though." (Neutral, pitying, sees moderate similarities, but is fearful of his magic.)
Marcus Luke Crawford - Renaltan Ex-Royal guard
"A worthy opponent. It is a shame that one such-as-you must have had to cut their teeth on cutting down their once-countryman." (Respectful, sees a challenge to better herself upon.)
Emilia Lang Lehmann - Rheinfelder Assassin-and-Postergirl
"Your country's story is a sad one; and you seem to distrust magic as much as I do. That is a pleasant surprise." (Neutral, pitying.)
Noelle Touchard - Mage Circle's walking magical Bulwark
"You are...actually quite terrifying." (Legitimately scared of. Distrusting and cold due to association with Magic and the Mage's Circle.)
Anthony Bulgarelli - Free Holds' Dwarven Gunsmith
"Your country is barbaric, and your death-machines are abhorrent." (Cold, distrusting. Dislike exacerbated by his association with Guns.)

Coming Soon...ish

As though I needed a reason to eviscerate the sheet of a Limey bastard like you. :p

#1 (Suggestion): Add Height/Weight. It's an easily comparable point between characters, useful for a variety of interactions.

#2 (Informational): Liverian culture doesn't necessary put women down so much as it imagines that men are ultimately more disposable and can be put in higher risk positions more often than women. While titles are inherited by men, hypothetically speaking, if you only had a woman available to inherit, she would. Women are also allowed to own property so long as they have a noble bloodline, though marrying a man forfeits it unless otherwise legally agreed upon.

#3 (Informational): Being that you're a Liverian noble going to work for another Liverian noble, you've probably heard a couple things about your would-be leader of the party. Amora Mann's got two rumours that float about him more than anything else--firstly, he is a magic user that has used his talents to kill witch hunters who have hunted him before. Secondly, he used to have an Elven wife that he reputedly loved very much, but she's long since dead, and her death is what ultimately sent him off the deep end in abandoning the Kingdom of Liveria, which in turn resulted in his illicit magic use that he must have been using for years coming to light.

Final Recommendation: This is pretty much fine as is and could only use a couple of minor details. :p
 
Part 2 of 4

NAME: Esther Stroud
RACE: Human
AGE: 16 and a half!
SEX: Female
APPEARANCE:
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Note: Particularly when excited or using her magic, her skin and eyes seem to glitter and sparkle from her natural magic.
EQUIPMENT:
  • Glitter-Gloves: She says they help her cast magic, which they may or may not do, but they're also just rad gloves.
  • Daggers: She has two, because her parents insisted that one wouldn't be enough in case her magic won't cut it.
  • Mystic Cloak: Her cloak is woven with enchanted silk, making it an excellent conduit for magic, both of her own and others. It also can mildly protect her from magical attacks if the cape is struck, but only a little bit.
BLOODLINE: 'Bourgeoisie', her parents are mages in the Free Holds, Fucinahold in particular. Also she has the Arcana blood. (Arcana blood...line?)

BIOGRAPHY: Among the magical academies and bourgeoisie that live above the peasantry but don't quite run the world is a somewhat known family in Fucinahold: the Strouds. While respected for their moderate wealth and decent aptitude in magic, there's always been something a little off about the family. Whispers of occult dealings and worship to beings far beyond the mortal realm surround them, but most of it is just considered meaningless hearsay by jealous upstarts.

Esther is the oldest child of her parents and the only one to show promise to the arcane, giving her very different treatment from her younger siblings. Where her little brother and sister have been allowed to rough-house and explore and get into trouble, she was made to study from a very young age, and routinely spoiled with gifts and entertainment to keep her from growing too stressed, and sheltered from many of the dangers in life. Only in the last year or two has she been able to pursue her interest in boys, but none of her relationships have gone terribly far as to be expected.

When the call for adventure was sent out, Esther begged and begged and threw fits until her parents finally caved and let her go try to find a princess or whatever. They intend to keep an eye on their little jewel, but having her out of their hair also gives them time to tend to the other two children. And thus, she has set out for adventure!



MAGIC CONCEPT: Star Magic - The stars above have blessed Esther with their shining boon. It largely relies around the creation and manipulation of miniature stars, which she uses to aid her friends and harm her foes.
SPELL EXAMPLES:
  • Star-Friends!: Esther can conjure miniature stars that orbit a short distance around her, generally 3-10 feet. These emit light brighter than a similarly sized flame, and she can direct them to go somewhere or fling them at enemies. When thrown at an enemy (or if an orbiting star collides with them), the stars burst and they are seared with magical energy and assaulted with a bright flash of light. The stationary stars do not burst, instead slowly burning things that remain in direct contact with them. The stars do not radiate a notable amount of heat otherwise. Expending more energy to create the stars will make them proportionally larger, brighter, hotter and more devastating.
  • Stardust: By rubbing her hands together and spending small amounts of magic, Esther can create magical glittering dust. It can coat a weapon or body part to augment attacks, or scattered at an enemy and detonated to emit a blinding flash of light. It could be used to actually harm someone further than making a bright light without putting it on a weapon, but doing so is difficult and rarely worth the effort. It's also just pretty and shiny powder so that's fun too.
  • Pew pew!: Esther can project bolts and beams of celestial energy towards an target. . They are much faster and more precise than Star Friends, but notably less powerful as a result.
  • I'm a Star, Too!:For very brief periods of time Esther can suffuse that stellar energy within her own body, making her stronger, faster and capable of delivering impacts similar to Star Friends! with her own body. This is extremely magically taxing, and is only used in emergencies.
STRENGTHS:
  • Adorable: Esther is a young and innocent-looking child that combined with her whimsically playful attitude makes it dangerously easy for friend and foe alike to underestimate her abilities or intelligence. At times outsiders may not even realize she's a member of the party. This innocence, both perceived and actual, also allows others to feel comfortable around her.
  • Trained in Magic: Her young age implies arcane training starting at a very young age. While her worldly experience isn't great, she's pretty good with a book and the ol' Abra Kadabra.
  • Multilingual: Esther can speak a wide variety of languages, even for an educated person, some of her known tongues being almost useless for actual everyday life. Her parents were very insistent
WEAKNESSES:
  • Literally a Teenage Girl:Esther can be high maintenance, finicky, naive and generally a pain at times. Her physical strength is laughable, stemming from being a child and a mage, but she's at least moderately quick if not burdened by heavy objects. Additionally she may attract certain kinds of attention, wanted or otherwise, from her youth.
  • Checking in on the Babysitters:If her parents are nearby (AKA if the party is around her home Free Hold or if they come out to visit her), they will insist on seeing her, and stubborn mages are not the easiest people to keep away.
  • Sparkle Sparkle!:Esther's magic is not subtle. At all. The closest thing to subtle she can do is the Stardust, and that's only subtle until she actually uses the glitter powder for something.


MOTIVATION: I want to adventure like the heroes in the storybooks, and explore the world! Also my parents say that the Archangel (and God to a certain extent) are bad and they need to go...
GOALS: I wanna be the best mage ever and be a pretty princess and marry a handsome prince and explore the world and...
VALUES: Honesty, fairness, and doing the right thing. Her code of ethics is fairly simple, and that lack of nuance helps at times but usually hinders her ability to make decisions.
ANATHEMAS: If she sees something as unfair, usually if it involves her not getting something she wants. Additionally people that dislike mages drive her nuts, especially since she'd literally die if she didn't become one.

SIGNATURE: I, glmstr, am not responsible for any glitter-related death dismemberment injuries that take place.

#1 (Error): In the "glitter gloves" entry under equipment, it states "may or may not help." It either does, or doesn't, please don't leave that up in the air. :p Making plans is more difficult with uncertainty.

Referring to line: "Only in the last year or two has she been able to pursue her interest in boys, but none of her relationships have gone terribly far as to be expected."
#2 (Suggestion): The Free Holds are a dystopian shithole. It would be ill advised to take anyone who is severely sheltered from their culture and throw them into the "dating" scene. Either they would have kept her away from all of it entirely, or would have exposed her to it at a young age to desensitize her and enlighten her as to how casually violent it is. The idea that she could go out casually dating men in a society that views people as deserving of no inherent rights is... Bizarre.

#3 (Suggestion): I'm not sure how "babysitters" is a flaw. It mostly elaborates that she has loving parents, who will move to protect her should the party travel near them in the Free Holds. This does not sound like a flaw in the slightest, considering they allowed her to leave in a perilous journey in the first place, they clearly respect her independence. Please clarify, or rework a different flaw in. :p

Final Recommendation: This is fine, just clarify a couple things and maybe address how bizarrely alien she is to her own culture.

(Welp here goes.)
-----PERSONAL-----
NAME: Thomas Brookwall

RACE: Human. (With all their raging insanity and determination)

AGE: 33

SEX: Male

APPEARANCE:

EQUIPMENT: Exactly what is show in the picture, plus a helmet. It's full plate body armour and a large halberd. Aside from that, he has a large travelling pack filled with a variety of things from rations to a small bag of knucklebones. For long travels, you know? Also, sometimes the belt ticks. He... isn't too sure what that means.

BLOODLINE: 'So what if i'm not some prissy noble? All they do is get us killed. I'm as common as they come, and it aint gonna slow me down.'

BIOGRAPHY:
Born on a Renaltan farm to peasant parents four years after the fall, Thomas was destined to live a predetermined life. He would help his family with the farm, grow up and meet a woman in the village and either settle down in the farm with her or move to another village. That is, until he reached the age of sixteen and, in a childish act of rebellion, left the village to deny his fate.

His goal was to join the Rheinfeld army, his mind wrapped up in images of the glorious combat and the good life of soldering. Crossing over into the other nation, it didn't take him long to enlist. Although he did not know at the time, the reason he was so readily accepted was because of Forsaken stirrings, which had spurred the Royal Rheinfeldians into gathering the larges army they could as a premptive measure.

From there, he would train for a mere six months before the tension between the two sides erupted and war broke out. It took half a month from there for his illusions to be shattered. Trained to handle a halberd and shortsword, Thomas was placed om the front lines to act as part of a wall. (Missing paragraph spacing!)
From there, he was able to watch every gruesome and grizzly death as enemies were impaled upon his and his allies weapons, pushed by their own partners behind them in a blind charge.

He watched over and over again in growing horror as the commanders responsible for giving orders had these opposing men try again and again to pierce their defence, bodies crashing and tumbling, before they eventually retreated and arrowfire darkened the skies. It was only due to him tripping that Thomas survived that initial volley, the body of a man above him both acting as a weight and a shield for the youth.

Knowing he had to stand up or he would be trampled, Thomas emerged from under the body to the sight of the few members of his halberd group left, most felled due to the sheer weight of arrowfire. A roar sounded to his left as a formation of lightly armoured men charged towards them on foot. Thomas drew his sword and prepared to fight.

He was never given the chance to think about what happened that day as his life suddenly became one large blur of marching and resting, interrupted frequently with the roar of battle and screams of the dying, each battle an unrelenting blow to the shellshocked teen. He was not allowed time to think about things, he simply had to struggle to survive. Abandonment was punisheable by death, so training to live another day was his only option.

Each battle after that was filled with horrow worse than the last. He saw elves cut down men, good men, in the blink of an eye with no remorse. He watched dwarves carve bloody swathes through ranks of men with families, then rejoice and count kills with one another afterwards. He saw what the few lizardmen recruited to the Rheinfeldian army did to those they took prisoner and it sickened him to the core. Orcs, falling to the red rage and turning upon their own allies. But most of all, he watched as the Nobles ij charge played their little games with the lives of these men before retiring to their luxury tents, leaving him and his in little more than holes in the dirt. It filled him with an indescribable rage.

For over a decade he fought until his final, climactic battle. The largest battle he had ever participated in, overshadowing even his first, pitting the largest loyalist army against a truely massive Forsaken army. As the horns blew, ranks formed and Thomas fell into the familiar feeling of his forced march he watched the enemy army, sure that this was going to be the end of it all. He would know safety from this nightmare.

The battle raged like a caged beast. All around him, people screamed and cried as they entered their death throes. More than a few fell to the red mist as horses charged and trampled, sparks flew off of armour and men pit themselves in a contest of strength, skill, wits and wills. Cavalry mercilessly slammed into formations as arrows careened through the air, abruptly ending the lives of those unlucky enough to be hit.

And in the middle of it all was Thomas, bruised and battered as he jammed the broken shaft of his halberd into the eye of a dwarf before scrambling to pick up the rest of his halberd, which had been thrown to the floor after it was sliced in half by said dwarve's axe. Managing to grab it, he hefted it like an axe before recieving a powerful blow to the head.

Hitting the ground, he rolled just in time to avoid the blade of a powerful axe slamming down where his head had been. Looking upwards, past the shine of the sun, he came gaze to gaze with an armoured man adorned in symbols of the sun weilding what looked like a cross between an axe and a halberd. It was a Templar.

At this realisation, Thomas' instincts went into overdrive. Before the Templar could react, he had already thrown dirt from the churned and bloody ground towards the slits in the helmet, blinding the holy knight before kicking his leg from under him. As the Templar was forced to his knees, Thomas grabs the helmet of the still blinded man and brings his head crashing to the ground with a thud.

Wasting no time he stood, noting with detatchment that the battle had almost finished as both decimated forces routed almost simultaneously, the mound of corpses making it hard for both sides to do so. Grabbing what remained of his halberd, he stood over the dazed and sputtering Templar for a single second before bringing his blade down and cleanly beheading the warrior. 'So much for all that Honour they always ralk about. If it means you can't take a little dirt, count me out.' he thinks to himself as he stands panting, staring at the corpse of the holy warrior.

He wasn't sure how long he stood there, staring at the corpse. Could have been hours, or simply minutes. It didn't matter to him. He eventually snapped out of his daze. Looking around, Thomas realised that he was practically alone. The fields were strewn with the dead and dying, y few people remained. The Forsaken could be seen on the retreat and the Loyalists simply couldn't be seen at all.

Realising that this was his chance, his chance to leave this hell, Thomas set to work stripping the Templar. This armour would be worth enough to change his life, he was sure of it. So he took everything the templar had, leaving a naked and headless corpse as he strapped on the dead man's armour.

He fled from that battlefield, eventually finding himself settling down in some no-name village as one of its sole guards. His plans to sell the armour were put on hold as he used it to intimidate thugs and crooks alike. He would live in peace for the next three years, his emotions festering as he remembered that hellish time, before catching wind of a mercenary expedition to find the lost princess.

Memories of a life long gone wafted from the depths of his mind as he was struck with visions of his father telling him of the old royalty of him homeland, of how they were fair and just, never turning anyone away. And it filled him with resolve. If he could aid in finding this princess, and somehow put her back on the throne... he could fix things. Make them better. Remove the monsters and freaks from in their ranks, those who play with other's lives or threat them as nothing but sport.

Donning what he now called his armour once again, he swiftly set out to try and make the world a better place for the second time over. And this time, he knew what he was getting into.

----MUNDANE----
SKILLS/TALENTS: While he isn't the strongest, the fastest or the sneakiest, Thomas is certainly no less skilled than any others. Well rounded in all areas, he is willing to use any advantage he can get. Thomas has no problems with bringing his halberd crashing down the moment his opponent's back is turned, or playing with a stacked deck (E.g. Just shooting a guy with a sword). The moment there is opportunity he will take it, and leave 'Honour' for the nobles. A diamond in the rough, so to speak, of tactics.

STRENGTHS:
  • Pilfered Templar Equipment: The high quality Templar armour donned by Thomas is as close to a work of art as he is ever likely to near. The metal is masterfully forged, and although it is large it is also light enough to move decently in. It covers most of his body in plates, and what isn't is protected by nearly unblemished chainmail. The halberd is in a similar condition, crafted by some master smith and easily breaks through any lesser materials.
  • Veteran: As a former grunt placed upon the front line of battle more than once, some might think he is chosen by God. The armour certainly supports that. But Thomas knows better. It was through his finely honed survival instincts and extensive battle experience that he made it out of each and every one of those battles blood soaked but alive.This experience allows him to pull off feats that those unsuited to battle would deem impossible to succeed, as well as judge a situation on the scale of 'How much shit have the nobles gotten us into this time'.
  • The Common Man: As a person of low birth, Thomas knows intuitively how to interact with other peasants. This can serve him in a variety of ways, from convincing them to give him a free meal, to gleaning information or to rally those disenchanted with the ways of the upperclass.
WEAKNESSES:
  • Uneducated: Really, it's as it says. Thomas hasn't even met a teacher, let alone recieved any knowledge from one. He can read basic sentences such as the ones on signs and flags, but he can't write for crap and anything that could be called 'higher' knowledge would be like a mage trying to explain magic to him.
  • Prejudiced: His time as a soldier was, despite all appearances, still traumatic for Thomas and it left him with a burning disgust for nobles and non-humans. He views the nobles as tyrannical, evil people who enjoy throwing away lives in the name of a fake cause. Elves in his eyes are stuck-up, selfish gits. Dwarves are barbaric, disgusting little creatures that revel in death, Orcs are Dwarves but worse and the less said about his opinion of lizardmen the better.
  • What is this 'Magic' you speak of: As a regular human, he has very little experience with magic or anything like it. The most he knows amounts to 'Shit shines for like, a second. Then things go boom, right?'. He is not trained against it and has no resistances.
-----BACKEND-----
MOTIVATION: 'My pa once told me about the princess and her family. That the founding king had been one of us. That they treated us like damned people. I want to see if that's true, and if I can [long pause] I want to make things... make things better.'

GOALS: 'I guess, if we succeed here and I make it out... heh... I suppose start a family and settle down. I know, I know. Everyone wants that right? But hey, that's the dream. A dream I don't expect to be realised, if i'm being honest with you.'

VALUES: 'Well if I had to say something I value... it would be competency. Even some freaks would get an okay from me if they actually bothered to be useful. Ya can't be flashy all the time, with flips or wide sweeping strikes, and expect the make it through. You need to understand your strengths, your enemy's limits and make sure you use both of 'em.'

ANATHEMAS: 'Goddamn Freaks and Nobles, I tell ya. The first is a bunch of barely proper monsters that can't do anything but leech off of us as a race and the second are even worse. People playing with the lives of others like an angeldamned game. Lives, hundreds, thousands, millions of them! Thrown away in the name of some noble pissing match just to prove shit none of us care about.'

SIGNATURE:
TheGreenerGrey

Ah, you. The new kid, the one who is still learning role playing. I have just two words for you...

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#1 (Suggestion): You have a number of spelling errors that might be rectified by installing a spellcheck.

#2 (Suggestion): Please add a height and weight to your character.

#3 (Error): It is "Rheinfelder" not "Rheinfeldian." To mean the people, not the culture. :p

#4 (Suggestion): He left his home, and... Nobody left to go find him? A sixteen year old made it across the border, enlisted into an army with a foreigner's accent, and nobody went to find him? :p

#5 (Error): The Rheinfeld Civil War started thirty years ago according to the timeline. Your character was sixteen when he abandoned his homeland, and presumably sixteen when he enlisted. In order to have joined up with the army six months prior to The Forsaken starting the Civil War, you would have had to have been three years old. :p

Referring to line: "Abandonment was punisheable by death, so training to live another day was his only option."
#6 (Error): There is no way that punishment for abandonment from the army outside of a battle was practically enforceable. If your character wanted to flee, at any point, they could have--especially given that they come from another country, where no lawmen or military officers could follow him.

Referring to paragraph: "Each battle after that was filled with horrow worse than the last. He saw elves cut down men, good men, in the blink of an eye with no remorse. He watched dwarves carve bloody swathes through ranks of men with families, then rejoice and count kills with one another afterwards. He saw what the few lizardmen recruited to the Rheinfeldian army did to those they took prisoner and it sickened him to the core. Orcs, falling to the red rage and turning upon their own allies. But most of all, he watched as the Nobles ij charge played their little games with the lives of these men before retiring to their luxury tents, leaving him and his in little more than holes in the dirt. It filled him with an indescribable rage."
#7 (Error): This is on multiple levels, so I'll bulletpoint the errors.
  1. Elves cutting down men with no remorse would be no different than any other men cutting down any other men without remorse. That's... War. It doesn't matter if the person on the other end of your sword is a man or a woman, a human, or a dwarf, or an elf, or whatever--if they are the enemy, you kill them. Men probably cut down elves with little remorse too, so, it seems strange to suddenly... Point this out, as though it's different, or strange from normal warfare behaviour, when all of your prior paragraphs describe war as a traumatic nightmare regardless of the other races.
  2. Dwarves murdering family men and then rejoicing and counting the kills is, again, no different from any other group of soldiers doing exactly the same thing.
  3. The Rheinfelder army would have never allowed Lizardmen recruits (which would have been an extreme rarity anyway given their incredibly low world population) to turn prisoners of war into breeding material. The Rheinfelder army is too honourable for that, especially given that this is a war against their own people--so they would feel especially disgusted and horrified at torturing and murdering their own kin like that.
  4. Orcs don't exist.
  5. The Forsaken started a war that Rheinfeld never wanted. Rheinfeld made every diplomatic avenue possible to try and disarm the situation, but the only way The Forsaken will agree to diplomacy is if Rheinfeld effectively surrenders its independence and its religious values (upon which it was formed in the first place and has formed a cultural identity around) to a bunch of lunatic terrorists who worship a bloodthirsty authoritarian Archangel. An Archangel, I might add, who is personally responsible for the deaths of millions of innocent men, women, and children--most of them Renaltan, which should strike a rather personal note for your character who grew up in that country. The idea that this is a "nobleman's war" makes no sense, on any level. This is a war of total annihilation. Noblemen are definitely dying out there as well as regular men. In fact, the Civil War between Renalta and Liveria was far more of a "nobleman's war" featuring far fewer fatalities and mass murders, and two sides who generally didn't actually want to kill each other.
#8 (Suggestion, Informational): The Forgotten have never been "truly massive", the majority of their followers are non-combatant supporting elements--such as farmers who feed soldiers, medics who treat the wounded, politicians who are orchestrating the construction of a "New Rheinfelder Government" underneath the Archangel, et cetera. Rheinfeld has always had the larger army up until recently (like, the last few months, even), and this is reflected in their general population. The Forgotten simply engage in dishonourable, cowardly, and violent attacks aimed at causing devastation rather than a straight up battle, which they typically only willingly engage in when they know they have the advantage. You might want to rewrite this. :p

#9 (Suggestion): Your character, from a disadvantaged starting point, fought and killed a heavily armoured magic immune Templar, that has been trained for a minimum of 20 years? And he... Was a dwarf? If you want to steal the armour off the Templar, uh, it'd probably be better to be the same race as you and the same general height/weight, because otherwise, you are trying to wear the plate armour of a 4'2" tall 240 pound rotund midget on a presumably reasonably tall human. :p As well, this... Is hard to believe. Even if you decide to go with this as a true story (which I don't mind actually as lucky strokes like this happen from time to time), expect most character to react with bafflement or doubt to this claim.

#10 (Suggestion): If he truly spent three years using the Templar armour he stole off a dead guy to intimidate thugs and brigands, there is no way he is living in Rheinfeld anymore. "Templar guard terrifies bandits" would get around pretty quick, so he must have returned to Renalta at this point. Or, maybe, Liveria.

Referring to line: "Make them better. Remove the monsters and freaks from in their ranks, those who play with other's lives or threat them as nothing but sport."
#11 (Suggestion, Informational): When you refer to "the freaks" in your history and how the princess would make it better, I'm assuming you mean the other races? Which Renalta--including underneath the rule of her parents--has always been quite fond of and compassionate toward? There are still people (yes, even humans) alive today who remember what the capital was like and who lived there and how the royalty treated people. They were very diversity-friendly. If she takes anything after her parents, "getting rid of the freaks" would be about xenophobes and The Forsaken--not elves and dwarves. :p

Referring to trait: The Common Man
#12 (Suggestion): Keep in mind that a trait like this would be highly situational. It would still depend heavily on how your character carries themselves, rather than their assumed social status. A peasant doesn't just offer coffee and bagels to another peasant because they're both peasants--Voltaire's revolution hasn't happened in this world yet! :p

Referring to trait: Prejudiced.
#13 (Suggestion): I don't understand this flaw. I really don't understand why your character suddenly becomes racist to the extreme of accusing all non-humans (which represent about 1 in 5 of the world's population) as being subhuman and evil and puppy-kicking. I can sort of maybe understand nobleman hate, because, noblemen are still uptight self-righteous rich assholes by nature, but the other races... Distinctly aren't. "Because they killed people in the war" is not a valid reason--there were definitely elves and dwarves on both sides of Rheinfeld and The Forsaken. They likely killed each other as often as they killed humans by sheer proportional circumstance. There were totally humans who butchered and laughed and enjoyed themselves in a megalomaniac fashion. This war would and could breed a lot of negative traits into people, but racial contempt isn't one of them. Explain this better, or cull it from your character.

Final Recommendation: Kernel of the idea is fine ("idealistic child turns into a war veteran with issues") but multiple portions of the history simply break down and stop functioning. Rewrite the biography, shorten it, think of a couple of things you want to focus on and build up on those things. As it stands, your character comes across as a madman screeching how "Elves can't melt steel beams", and I'm sure that's not the intent you were aiming for. If you want to do the nobleman war angle, the Renalta-Liveria conflict is a better fit. If you want to do a race-based hate, pick one, and feature a sickening defeat by mercenaries comprised primarily by that race that would foster that sort of resentment, rather than just "this war is bad."

2823801588523b1bb68e09052e589f69--character-concept-character-ideas.jpg

NAME: Derebald Barson
RACE: Human
AGE: 32
SEX: Male
APPEARANCE: Derebald's skin is a pale white, and although his hair does naturally go down to his shoulders he often ties it up into a knot if for nothing more than to easily maintain it and keep it out of his face. Likewise when he can help it he'll be freshly shaved, but when he cannot he will simply tie his beard into braids. He stands at 5'10" and weighs in at about 170 lb, with some muscle developed from constant travelling, but it pales in comparison to those who are used to heavy labour or front-line combat. He'll also often be wearing a pair of rivet spectacles, mainly when needing to read something.
EQUIPMENT:
  • A decent selection of books, scrolls and documents
  • A journal and relevant writing equipment
  • A basic woodcutters axe and a simple crossbow and bolts
  • A basic utility knife
  • A backpack
  • A thick cloak
  • A few empty flasks
  • Enough medicine and supplies to function as a basic first aid kit
  • A couple rubber bands for his hair and other sorting means
  • A couple of rations
  • A handful of gold coins
BLOODLINE: Arcana Bloodline, born in a Upper Class family. That although not fabulously rich was wealthy enough to live in comfort.
BIOGRAPHY: Derebald was fortune enough to grow up in a decent household, his father being a skilled and renowned enough warrior that it allowed the family to live in relative comfort. As a result Derebald decided to invest his time into his education, where when he wasn't in the classroom he could be found pouring over books or tinkering with whatever junk he could find around town. Being the son of a warrior he was also taught in the art of combat, which art of combat being up to his own discretion. To which he decided to focus primarily on axes and to be briefed on the crossbow, since they were simply easier for him to learn and unlike his father he lacked any true desire to fight himself. As he grew older he began to grow tired of being cooped up in town all the time, so he took any chance he could join a trading caravan or salvaging party since it gave him an excuse to leave and let him get exposed to certain devices that before he could only read about. During said trips he also collected a number of new books, which he would study alongside the other material from the library when he could, focusing mainly on History.

During his studies he would occasionally find opportunities to tag along with expeditions with new Academic friends which was where he first started to learn about the old royalty, and magical knowledge that had been lost in the chaos caused by the Archangel. He began looking for whatever books he could on them, including one rather disturbing book titled "The Kouri Plushie lives on". He also used what leverage he had to dabble in whatever magical courses he could, well, whatever magic the land deemed to be "good". Eventually he decided to permanently leave home to further pursue studying the royal family and whatever magical arts he could, for it seemed to be the heart of a whole other side of history that was at risk of being lost in current and oncoming conflict.

MAGIC CONCEPT: Focused on Healing and Enchantment Magic, Derebalds invested his time in treating both one's physical and mental health.
SPELL EXAMPLES:
  • Healing Magic: Disease and Injuries are common, especially when on the move and can also prove to be most fatal. Derebald's learned enough that most common injuries (within reason) and diseases can be properly treated, given proper time and rest.
  • Calming Spells: Mainly used to keep himself at peace of mind during stressful and demanding nights. And when requested, help others with the same.
  • Alchemy: A working knowledge on mixing herbs with arcane energy, mainly to have portable healing magic and calming potions. Though he has dabbled in potions that can temporarily enhance physical properties, though they tend to be more prone to side effects.
STRENGTHS:
  • Basic Weapon Training: Trained well enough in using an axe and crossbow that he would be considered to be comparable to a basic recruit in the army. Not enough to win or lose most battles by itself, but enough that he can fend for himself when the need comes.
  • Well Educated: With a wealth of knowledge at his disposal Derebald has an in-depth understanding of history of kingdoms, different orders and certain disciplines of magic.
  • Survival Basics: Between his history of working with traders, salvagers, expeditions and having a warrior as a father, Derebald has been well briefed on different skills for surviving out in the wild may it be making a fire, identifying what food is safe to eat, hunting, setting up camp etc. He's no wilderness expert by any stretch, but he can handle himself on a camping trip.
WEAKNESSES:
  • Far-Sighted: Derebald doesn't have the best eyesight for things up close, may that be due to poor genetics or putting books to close to his eyes too often he keeps some rivet spectacles with him to try to alleviate this.
  • Pacifist: Preferring to engage in tests and battles of the mind, Derebald is not one quick to jump into combat. And when he has no choice he is hesitant to deal any serious damage.
  • Socially Aloof: Having spent so much time among the books or among those with a strong sense of curiosity he's often found himself lost when trying to communicate with most people. Basics such as good hygiene (outside of hair braiding) and small or 'simple' talk often leave him bumbling for words, if not completely oblivious someone else's uneasiness.
MOTIVATION: To learn about and help preserve the parts of history that the conflicts of today risk destroying. If said history is simply to be relegated to a museum or books to learn from, or to be restored to it's full use depends on the use it holds for society.
GOALS: He wants to be renowned for something that he can credit to his own name, and not to the status of his birth. He wants to become a respected and well travelled academic. And he wishes to be either the discoverer or safe keep of historical secrets.
VALUES: Derebald cares about the preservation of knowledge, the expansion of discovery and the ability to see others heal and grow. Ultimately he cares for progress towards a better future, and remembrance of past.
ANATHEMAS: Eagerness to incite bloodshed since it leads to a senseless lost of life. Wilful ignorance for it shows a lack of care to grow, improve or to learn. And a lack of Ambition, for it shows a lack of desire to improve, complacency for the current state of the world, and a lack of desire to protect one's current accomplishments from things that would take it away from them.
OTHER: He has a habit to click his tongue inside his mouth whenever he's either deep on thought or focusing on something.
SIGNATURE: When have I, Gwazi Magnum, ever done something worthy of giving out my signature?

Ah, the memelord. It is your turn to be burned, with the rest. :p

#1 (Error): The link to "rivet spectacles" is broken.)

#2 (Error): I have no idea where your character grew up. It is not referred to in their history beyond being "a town."

#3 (Suggestion): The fuck's a Kouri? Did you intend for that reference, or did you mean to update it? :p

#4 (Error): You get one type of magic. One concept, one idea to build your spells around. Not two. You may find the rules about magic helpful.

#5 (Suggestion): The Motivation field has to do with the current quest--why do you want to see it completed? It specifically states "why is your character on this adventure?" Your current motivation seems a bit oddly generic and far-reaching.

Final Recommendation: This character feels like it's a bit too divorced from the world, as though it was copy-pasted and could reasonably fit any world with almost no changes. Invest your character into it a bit more! :p
 
Part 3 of 4

NAME: Aeri
RACE: Elf
AGE: 83
SEX: Female
APPEARANCE:
d0d042ec70914ca78d42ec5bcc6acca8.jpg

Credit to nonnahs144
5c65a4b99ed0927c73da25e84b3a4ab6.jpg

Credit to IanPerks
EQUIPMENT: A shepherd’s crook with a ribbon woven from the fur of a fox, a carved crow caller, ankle bangle with bells, an instrument carved from a bear’s femur, a pilfered crossbow and a handful of bolts, and a well-worn crossbody satchel made from a deer’s pelt that holds snacks (for herself and other creatures) doeskin thigh-high boots and gloves.
BLOODLINE: Wanderer - Aeri has no familial identity, only racial.
BIOGRAPHY: Aeri was born before the elves truly understood how rare it was to have a child to survive past infancy. She was regarded as being as disposable as any human babe: likely to die, but easily replaced again and again. Her father, true to the nature of elves, wandered away from her mother before Aeri could be born. Aeri’s mother raised her with a gentle and loose hand. Aeri rarely received much in the way of discipline outside of the lessons she learned from situations she put herself in. In an attempt to find more consistent companionship she wove spells to talk with the creatures around her that were more interesting. The young girl would chitter and squawk back to birds or chuff and grumble back at bears as it pleased her. She was too small to be seen as a threat to any of the creatures so they tolerated her presence. (Add paragraph spacing!)
It wouldn’t take long for Aeri to find herself favoring foxes. In fact, she learned how to talk to them before she mastered the common tongue. She admired their clever natures and playful dispositions. They would play hide and seek together under the shade of the canopy and collapse together in a warren at the end of the day. One of the cubs favored her equally and would follow her beyond the borders of its usual roaming to stay in her company. Aeri named him Ren and seemed to follow him as much as he followed her. Aeri saw the foxes as more of a family than her mother and their wandering tribe and so when she reached the age of maturity she stayed behind in the Renaltan woods when they decided it was time to move on. (Add paragraph spacing!)
She had been raised in the paradise of Renalta’s Golden Age and knew nothing else until there were no other of her kind to protect her from the devastation. As a young girl she had been raised on fantastic stories of the royal family and their majesty. Though she had tawny hair and hazel eyes she liked to think of herself as being like the blonde princess of her fairytales. Her magic couldn’t match that of Camille’s, but her furry friends let her think it did. Aeri was close enough to Renalta at the time of the city’s destruction to have lost many members of her woodland family just as the nation lost the royal family. The bear which had pretended to be the king was found as a bare skeleton, so she took one of its bones with her to sing of his strength and chivalry. Though he was a simple creature in the eyes of many he was a knight in her eyes. (Add paragraph spacing!)
Because Camille and her family were a fairytale to Aeri she doubted they could all be dead. Princesses don’t die in fairytales; they sleep for a long time and then are awakened with one kind of magic or another. Aeri hadn’t been beyond the outskirts of the Renaltan forests before, but now she would venture forward to find the woman she idolized as a childhood hero. As she journeyed across the lands she would do her best to avoid the violent disagreements between factions of her homeland. She wasn’t quite sure what they were arguing over, but she did know not to talk to Ren in front of some of them. They chased her for a good while the last time her nose had wriggled like Ren’s and her teeth had come to points like his. Aeri scavenged what she could from the aftermath of battles and settled on a small crossbow and however many bolts she could collect. It certainly made finding dinner a bit easier as well as surviving until tomorrow’s dinner. (Add paragraph spacing!)
While Aeri did know how to be sneaky in forests and avoid being detected by other predators and threats she wasn’t very sneaky in her efforts to find the princess. It wasn’t long before others were asking what she knew about the princess or trying to prevent her from continuing her motivated wandering. Aeri would outrun them or hide until she met Armon. He seemed to be trustworthy enough and aligned with her cause. At this point Armon didn’t have much of a chance of shaking Aeri; she sees him as her best hope at finding the princess.
-----OPTION: MAGIC----
MAGIC CONCEPT: Animalism
SPELL EXAMPLES:
  • Foxy Lady: Aeri has the ability to give herself the traits of a fox when needed. This can include anything from their teeth or claws for defense to their eyes, ears, or nose for tracking. She can do the same with other animals, but it takes her longer to assume their traits and may do so imperfectly. This will especially be the case if she isn’t very familiar with the creature.
  • Wuf: Animals make surprisingly good company when you know how to talk to them. She can understand their sounds and movements as language as plain to her as common in her inner mind while also being able to communicate back telepathically, but only if she is proficient in the animal’s language. The animals also have to be willing to speak to and listen to her. This extends to markings left purposefully by these creatures. Scratches on trees can be better signposts than those left by humans.
  • Fox Familiar: There is a fox that has been surrounded by Aeri’s magic since her childhood. It would seem Aeri’s longevity had bled into the fox’s being and afforded it the same supposedly eternal youth as she. His eyes are unnaturally blue rather than the typical brown. Ren is also larger than most foxes. He has grown to be about the same size as a small wolf. Aeri and Ren have forged a mental bond that allows them to communicate when not present with each other. This allows her familiar, Ren, to act as an invaluable scout. He’s also pretty good company.
  • Furry Friends: Aeri can extend her mind’s voice to call to many of the same species in the area if she so chooses. Oftentimes they are glad for the conversation and will help out if there’s no inherent risk to them. This means she can summon an earth of foxes to scout ahead for her or tell her of the local happenings. Again, this is less effective with animals she isn’t familiar with.
STRENGTHS:
  • Survivor: Aeri hasn’t died yet despite living in the woods for almost a century. She can perform almost any task necessary to live in the wilderness and perform them efficiently. No one should starve or freeze while she is alongside them in a forest.
  • Range: Given that Aeri isn’t too big and Ren is even less so they prefer to interact with enigmas from a distance. Both of them can hear and smell their quarries from further away than most other creatures. They have no need to approach threats. Aeri’s crossbow also aids in this endeavor to stay out of sight and upwind.
  • All I hold is earth: Aeri travels light and has little sentimentality afforded to physical goods. It also helps her move silently through most terrains. She hasn’t mastered caves just yet.
  • Animals are better than people: While humans are a temperamental lot animals are more straightforward. They eat because they are hungry and don’t often attack each other over perceived sour looks. Aeri takes these traits and reflects them when dealing with other bipedal creatures; she is forthcoming in her goals and does her best to complete them in a linear fashion.
  • Lithe: Like many people during the time Aeri work with her body rather than her mind most days. She can scale trees with minimal effort and jog for miles with Ren at her side. When she dips into her magic she can also have the reflexes of whichever creature she is embracing.
WEAKNESSES:
  • Hermit: Aeri hasn’t had much contact with the “civilized” world. She can speak common, but she can’t read or write it. She is dressed in an accessible dress, vest, and waist sash, but only because they are comfortable. Aeri doesn’t know how to speak to those who are her social superiors, so she probably shouldn’t be allowed to approach them.
  • Ren: Talking to a wild creature would make anyone seem a bit crazy. Aeri does this on a semi-regular basis and has been known to carry the fox through towns when the cobblestones kept tripping him. He is her best friend and she would put her life on the line to save his in an instant.
  • Pointy End?: While Aeri knows how to work her crossbow she doesn't know how to work other weapons very well. She may be strong enough to pick up a broadsword or pull back a longbow, but she would likely be more danger to herself than the enemy if she tried to use them.
  • Shiny?: Aeri has no concept of money. None. Don't give it to her. She will give it away to her bird friends who appreciate shiny things more than her.
  • Words?: While Aeri is fully capable of coherent conversation and has rapidly picked up on its nuances over these last fifty years she has learned what she knows from the common folk and a few helpful members of the church. The flowery language of nobility is beyond her and she only knows common and animal speech.
  • Cheese: Now that Aeri has left the forest she has discovered the miracle of culinary science that is cheese. She fucking loves cheese. Wine and mead are cool and all, but cheese is where it’s at. Cheese is her favorite food and she will do a lot to get some, especially new types of cheese.
-----BACKEND-----
MOTIVATION: Aeri doesn’t want to be sung about for generations or have a place in fairytales; all she wants is to continue the fairytale she was raised with. She wants to save the princess so the story can have a better ending than everyone died in a fireball and people fought each other for the rest of time. The wandering nature of her race has also driven her to move beyond the comforts of her forest and this happens to be some motivated wandering in her eyes.
GOALS: Ultimately Aeri would like to see Renalta brought back to its former glory. She wants the forests to thrive like they did fifty years ago and for families not to be forced apart by civil war. Now that she has been outside of her home forest she is also curious to see what the rest of Renalta could have in store for her. She wants to be seen as cultured in the end and not as a bumpkin.
VALUES: Animals are just as precious as people; they are not to be killed for sport. Aeri also thinks children are to be cherished and honored like the miracles they are. Shiny things should be given to those who need them more than she does and if they are cold then you should do your best to leave them warm and with full bellies. She has rarely been hungry in her life, but in winters where everything was scarce she knows the gnawing pain and doesn't wish it on anyone. Beyond this she is incredibly loyal; once she bonds with someone she will try to be by their side for as long as they’ll have her.
ANATHEMAS: If someone was to willingly put Ren in danger they would be at risk of being tackled by a frothing elf. Aeri would also be incensed by someone willingly ignoring another person in need, especially a child. She doesn’t understand the need to be rich. Aeri would also be aghast if someone was to just discard cheese. She may or may not fetch it out of the trash for herself afterwards.
SIGNATURE: Becca

Ah, the disney princess. I was wondering when you'd show up.

#1 (Error): Paragraph spacing!!! PARAGRAPH SPACING!!!

#2
(Suggestion): Add a height and weight for this character as a point of comparison for others.

Referring to line: "Her father, true to the nature of elves, wandered away from her mother before Aeri could be born."
#3 (Suggestion, Informational): That... Is a bit strangely worded. Elves have the same cultures as humans do--Rheinfelder, Renaltan, Liverian, Free Holder, Amazonian--and so on. Elves are just as prone to compassion, love, and family life as humans are. It's fine for the father to walk away (classic trope is classic) but it'd be an odd assumption on her part to assume all Elves do that, when there would be thousands of living examples contrary to that opinion living in the world.

Referring to line: "In an attempt to find more consistent companionship she wove spells to talk with the creatures around her that were more interesting."
#4 (Error? Suggestion?): Elves can speak to animals natively, as per the race document. They do not need magic to do it.
3fJgw4l.jpg


Referring to line: "Aeri saw the foxes as more of a family than her mother and their wandering tribe"
#5 (Error, Informational): Wanderer Elves are less tribalistic, more simply that they don't stay in any one place for long. This is far more of an individualistic movement--thus the specific mentions of trade caravans. Think of them more like gypsies than nomadic tribes, where they could travel in groups or alone, and often travel for commerce and trade and diplomacy-related reasons.

#6 (Error): Camilla. Not Camille. Minor, but, y'know, I'm pedantic like that. :p

#7 (Suggestion): By the time the Renaltan capital was burned to the ground, Aeri would have been around 33 years old. She would know that the princess and royal family were real people, even if she never truly met them--whether or not the princess was still alive, though, would be fairy tales and mythology for the age. :p

#8 (Error?): Who is "Armon"? Do you mean Amora?

Final Recommendation: Clean this up a bit, a few minor clarifications here and there, and it'll be perfectly fine.

-----PERSONAL-----

NAME: Tybalt Mach'Llarys
RACE: Elf. Born from elves.
AGE: 97. That is Ninety-Seven.
SEX: Biologically male.
APPEARANCE: inspiration > Here
  • Measurements :
    • Height 6'1"
    • Weight 75.75kg on a good day
  • Features :
    • Chocolate silk mane, tapering to feathered silver, keeps it trimmed.
    • Sharp, cat gold eyes, very prominent, especially in low light.
    • Sienna skin-tone, coated in a few old wounds around the back and arms.
    • A few worn tattoos, nothing spectacular.
    • Medium build, with lean, wiry muscles

EQUIPMENT: His armor consists of mostly leather, some animal hide, and clothing to keep out any chills. Whatever he needs but doesn't have, he can make, so he tends to travel light. He tries a decent amount - an enormously decent amount - to stay out of combat as he prefers to keep living. However...
  • Alone:
    • if he has to, he fights with twin sword breakers - small shortswords meant to parry and mangle bigger blades
    • he's trained extensively in getting out of the way, because avoidance is the best way to not be damaged
    • prefers to talk his way out of situations, fight simply to run away, or because he has no other option
  • In a Party
    • stay behind everyone
    • pick the person most promising and use his powers on them
    • avoid everything else
BLOODLINE:
His parents were nobility when they were humans, but being elves, and now being presumed dead, he is the last line of his noble family. (Add paragraph spacing!)
He has a bit of weight when he uses his name, but it also causes a lot of attention he would rather avoid altogether mostly because his name (Random space?)
is known for their magical aptitude for making others "stronger". He has no other living family.

BIOGRAPHY:
  • Personality.
    • He's an elf with a lot of useless or useful knowledge depending on what he is doing. He's lived a long time, and managed to read, be told, or be involved in what is now considered history, so it's not uncommon for him to have something to add to a conversation. However, he is also the type of individual that will keep it to himself and just smile if the information they are chatting over is wrong.
    • He does a lot of constructive work, or reconstructive if you think of it that way, as the world is always in need of people to build things. Houses, or the furniture inside of them, with stone or wood, he has a very good head on his shoulders when he has something to do. However, this comes with the same problem that if he does not have something to occupy himself with, he will rapidly deteriorate into a person that becomes rather irritable until something happens.
    • He has what he considers a mild fixation on something he has been fascinated with since childhood. He wont reveal what that is easily, considering how taboo the rest of the world would view it.
    • His favorite food is roasted herb and meat stew.

  • History.
    • Lilac and Selvir Mach'Llarys were from the age of the Imperium, both remembering the time when that place was active and bustling, their human lives on freshly intertwined with marriage vows when it happened. They both survived to become elves, long-lived, but quickly discovering the repercussions that they would have to adjust to. Their seventh child was the one that managed to make it past that high infant mortality rate, and after Tybalt was born, a healthy baby boy, the couple began to shy away from anything that had to deal with the, at the time, antagonistic vampire lords. He learned a lot about them, despite his parents constant moving around, and his parents decided to educate the child with all of their gained experiences from longevity.
    • He learned about what came before, the royal family, the noble lines, the races born out of this event, and the current wars. By the time he was twelve, the last of these Vampire Lords fell, leaving only a scattered following and stories to haunt the population with. It was after that, the people needed to rebuild their lives and their losses, which landed him several jobs that he quickly picked up the crafting for. The next few decades of his life were spent in a various slew of activities, mostly craftsman or artisan professions, though there is the talent his father beat into him. Picking up the sword and learning self-defense turned into a routine he practiced every morning, even now.
    • He's spent a good deal of his long life getting into things or places he shouldn't, while doing his best to keep out of harm's way, or getting the hell out of there if it became a sticky situation. If you need a good runner that can charm a deer or two when there aren't horses available, he is definitely a good option.
    • His parents shared the same gift of magic that he ended up harnessing, which made his bloodline valuable to less than savory individuals. It was because of this same gift of magic that his parents ended up being taken away from him over ten years ago. He is very certain that they are dead now, spending the first few years on a frantic ghost chase that led to too many dead ends, several of which almost got him caught in the same occurrence.
    • Currently he has a job using his hands at creating living places, while hiding his name from anyone that comes asking.


-----OPTION: HYBRID----

MAGIC CONCEPT:
  • My Champion. Tybalt designates one individual near him, and he grants them an effective power jump to either their magic or their physical abilities for non-mages. While they have these powers, he can communicate telepathically with them. He can remove this boon at will, though it may have an unpleasant backlash if it is in use when he does it. It will also break if he loses consciousness or takes a large amount of damage.
  • Deep Pockets. Tybalt will always have what he needs. He can produce any mundane object from his pockets, or from a nearby storage box, or from a garbage can if nothing else offers. It will be of mediocre quality and will disappear after about ten minutes if you give it to anyone else unless it is used up in that time or altered into something else. But he has what he needs when he needs it. He can't produce unique objects, only generic ones. Not the key to this particular door, but he can have a jimmying tool or a set of lockpicks handy.
SPELL EXAMPLES:
  • Amplify Magic.
    • He can empower a mage he designates to link himself to. Their magic pool widens to match the addition of his own, giving them the ability to do feats they normally couldn't, or that would cripple them without his influence.
  • Enhance Ability.
    • Not just a magic user can benefit from his powers. If he chooses to use it on the non-special snowflake, their physical abilities grow beyond normal limits. He can effectively double their prowess until his energy is burned out or he dismisses it.
  • Care for some tea?
    • So long as he keeps a hold of, or is in use of, a mundane thing he pulls from his pocket, or the crate next to him, or that cupboard that is always empty, whatever he makes will satisfy a need he has.
    • He can use what he makes for other things and as long as the item is expended, or altered in some way, it wont disappear. He could use this to make food to eat, but it would only benefit others as he wouldn't gain back anything except the energy expended to make it. He can make currency with it, but it will vanish like anything else when you give it to someone else and can cause awkward situations if the currency you have given vanishes from their hands.
STRENGTHS:
  • Dexterity. He can run really fast from years of doing just that.
  • Animals. Everyone can use an ally, and animals tend to really love him inexplicably.
  • Endurance. Because of how his life and magic have been shaped, it takes much longer to wear him down.
  • Mundane Skills.
    • He is excellent at cooking, can follow any recipe given to him, and likes to improvise. Comes with years of practice.
    • No man or woman could best him at cleaning. If he was a god, this would surely be his forte'.
    • He has basic sewing and knowledge on smithing, leather-working, carpentry, and stonework.
  • Expertise Skills.
    • Longbow. If he has to fight at a long range, this is preferred choice. 80% accurate.
    • Sword-breakers. Literal decades of using them to parry or snap blades when running isn't an option. 95% accurate.
    • Dodging. He is really difficult to pin down, grapple, or hit in general.
WEAKNESSES:
  • Magic. By himself, he poses little threat to most any offensive magics. If he can't outrun it, he's doomed.
  • Water. Deep, dark, can't-see-the-bottom type will make it really difficult to just get him onto the boat.
  • Cowardice. He considers it tactical retreat, but when walking through hell, the survivor gets to tell what happened.
  • Darkness. He'd rather not be around places where it is hard to see your hand in front of your face.


-----BACK-END-----
MOTIVATION: Honestly? He's not terribly invested or interested in the Princess or the Crown.
He's searching for something in dangerous places and this journey offers him the people he needs without while under the guise of nobler goals.

GOALS:
He wants to live a long life as a free man, preferably with his family. The world is currently against living long or family.

VALUES:

Liar. He may or may not have a problem with white-lies. Or black ones if they fit the situation.
Blunt. He will point out the obvious thing the conversation avoids, regardless of why it was tiptoed around.
Cautious. He will protect himself and those with him against possible traps or ambushes because he takes time to watch.
Relaxed. He isn't in a rush to do anything, and believes that saving stamina for later is important.

ANATHEMAS:
Girls. Women not so terribly, but he has an innate hatred for the younger versions.
Children. Hell-spawn that he hopes to never be dragged down with.
Hygiene. He tries very hard to keep clean and has an instant dislike of anyone who doesn't attempt.
Punctuality. He does not like to be kept waiting, has a frail patience line, and will find something else to do after too long.

SIGNATURE: Jade Coffee

#1 (Suggestion): Invoking his family's old claims and surname will evoke little reaction from most people due to how long they've probably been dead. This is a young world, wherein change and chaos are rapid and constant as the new world order/status quo are still in an ever changing state of flux. In other words, outside of a notable very few, yesterday's nobles are today's nobodies. The same is also true of his own name--in a world full of war, violence, and conflict, heroes and villains are everywhere, and some random guy's name won't evoke much outside of a localized response, unless he's done something incredible.

Referring to line: "He learned about what came before, the royal family, the noble lines, the races born out of this event, and the current wars."
#2 (Error? Informational): The Renaltan Royal Family wasn't created until the last of the Vampire Lords fell, so chronologically in this bulletpoint list of history, this... Would be weird. The original two members of the Royal Family were a Knight, and a Peasant scarred by the Knight's magic, each respectively.

Referring to line: "Currently he has a job using his hands at creating living places, while hiding his name from anyone that comes asking."
#3 (Suggestion): "Creating living places" is a bit vague. I could use more information before making a judgement call about what this actually means, and if it is within his abilities or not, as well as how it might impact the world at large. :p

#4 (Error): Technically speaking, you can only have one magic concept. Since I know you're familiar with D&D, a magic concept is effectively a "domain" of magic that is highly individualized from caster to caster. That being said, "my champion" and "deep pockets" can pretty much go hand in hand together without much issue if you simply combined them into one concept.

#5 (Suggestion): Percentage accuracy won't really matter in a system designed primarily around narrative resolutions to combat rather than mechanical ones. You can retain them, but know that they won't mean much. :p

Referring to paragraph: "MOTIVATION: Honestly? He's not terribly invested or interested in the Princess or the Crown.
He's searching for something in dangerous places and this journey offers him the people he needs without while under the guise of nobler goals."
#6 (Suggestion): Please speak with me about what he is searching for so I can understand how this motive would work with the plot, because the plot is princess-centric, and having no interest in her at all is a potential long-term problem. :p

Final Recommendation: Yeah it's pretty fine, bruh. Just address a couple of minor issues with it and then talk to me about that motivation and it's probably good to go. 100%.

-----PERSONAL-----


NAME: Ivo Chastain

RACE: Wanderer Elf

AGE: 53

SEX: Male

APPEARANCE:
tumblr_n46yhiLUEc1s00aauo1_500.jpg
Weighing in at just under 200 pounds, and standing at a rather tall 6' 3", Ivo Chastain is an elf that would stand out clearly among a crowd of commoners. Thins as he is, he is more leg than body, giving him the physique of a lithe runner (rather?) than a strongman or a brawler. His hair is pale blonde, bordering on white when seen in sunlight, and his eyes are a rather contrasting brown, though they gain a more orange hue if light is shone directly in his face. He bears a series of tattoos, given to him by a friend he met while traveling the world, on his face and right arm, though their meaning is something he and his friend alone know. He has been described as having a rather stern appearance when at rest, but those he works around know him to be more jovial than his resting look might indicate.

EQUIPMENT: Ivo carries only a small number of weapons and little to no armor. A student of monastic-style upbringing and regiment, he prefers to use his spear, it's heavy stone head inscribed with several runes, and nimble motion to fight. Aside from the spear, he carries with him a pair of forward-curving long knives, almost swords in their own regard, and a more stout dagger. While the three smaller weapons are mundane and made with steel blades, the spear is something else entirely. In terms of armor, more often than not he wears heavily stitched cloth, retaining the greater part of his flexibility while still offering some amount of protection. In addition, those heavy padded garments pull double duty when the weather becomes too cold for just simple linen attire. There are times when, if he feels the need, he will add on the few pieces of metal armor he carries, but the times he's required it have been very, very rare so far in his life.

full

Skybreaker
: An artifact formed before the Cataclysm and forgotten after some battle decades before Ivo found it while farming, it is his chosen weapon and his focus for his magic. The runes inscribed in the head give the stone they rest upon all the strengths of steel, keeping the thin stone from breaking, and keep the edge honed perpetually. In addition, they attune the weapon to the power of lightning, providing the ability to mildly electrocute things with strikes to those unaccustomed to the inherent magic of the blade. In the hands of someone more aligned to its magics, the electrical capabilities become far more pronounced and deadly, capable of releasing bolts from the blade itself. While the spear is called Skybreaker, Ivo does not know this and simply calls it the Thunderspear.

BLOODLINE: Arcana, born to unimpressive parents in one of the extremely rural places in Rheinfeld. A peasant by birth gifted with magic.

BIOGRAPHY: Born to peasant parents, his father a wandering elf, his mother a simple human, Ivo grew up on the edge of a small forest in Rheinfeld on a farm. Simple beginnings gave him a sense of duty to the world, and his parents taught him well to live off the land, because no noble would ever simply hand him what he needed to live. At the age of 9 he displayed magical talent, to the dismay of his parents. They knew that in order to truly master the gift, he would need to train hard, and they were no teachers, having no magic themselves.

A few months after his first display of magic, Ivo was handed over to the Mage Collective to be trained as a mage. While under the strict tutelage of the Collective, Ivo found that while he had the gift of magic, he couldn't bear to be cooped up slighting spells at targets. He often watched the spellblade groups at the facility keenly, wishing to join them. After inquiring further, he was given the opportunity to train with them, and when they noted that his magic came more easily to him while in a more combative situation, they gave him leave to finish his training among the spellblades.

After attaining mastery with his magic and near mastery of his weapon of choice at the age of 26, the young elf returned home to see his family. For a few years, he lived with them, tending the farm and the harvest, all while submitting to the requirements of the civil war effort's taxes. One day, he found a strange spear, buried partway in the loose soil he'd been plowing. He brought it to show his family, and the lightning that arced around it while in his hands told them all one thing. He'd found a weapon of great power, and he was someone who could make a change on the world, if he chose to.

He debated leaving for almost a year, eventually coming to terms with the fact that, with such a weapon at hand and his natural talents, he could not remain hidden in the backwoods of the world. He'd heard the story of the Renaltan Princess and how she'd not died, but simply become lost to all. He vowed to join many who searched for her, if only to see that the place he'd grown from, and the people he'd grown with, were treated more fairly than what the civil war between Rheinfeld and the Forsaken had done for them.

-----OPTION: HYBRID----


MAGIC CONCEPT: Ivo relies on the magical element of lightning, using it both for offense and defense. Because he uses it for combat, he has trouble with anything more than an extremely basic spell without his spear at hand, and cannot fathom, let alone cast, anything outside his chosen element.

SPELL EXAMPLES:
  • Bolt from the Blue - The ever-classic bolt of lightning, Ivo can perform this both with his spear and without, though it's a bit of a struggle if he doesn't have it on hand or nearby.
  • Twitchy Bastard - Using the electrical nature of his magic, Ivo can course a part of it through his muscles, causing them to move preternaturally fast.
  • Hold on Tight - While learning to master his magic, Ivo realized that with the right amount of magic, he could push and pull metal to some degree. He retains scars from his first realization, where several knives and a pot attacked him seemingly of their own accord.
STRENGTHS: Naturally athletic and strong from his martial training, attuned to his weapon, giving him greater control over its capabilities, and rather skilled at crafting simple tools and other things one might need in the wild. Dangerous over short distances.

WEAKNESSES: Ivo is impulsive, and doesn't always think before speaking. He also suffered damage to his lungs from inhaling smoke during a fire, causing him to be unable to engage in extended fights.While the damage doesn't seem to hinder him too much daily, his long-range endurance is lower than the average.

-----BACKEND-----


MOTIVATION: Initially, the money. Ivo would like to return to the rural areas of the world and begin bringing them more supplies to help the farmers. He has a slightly naive thought that the princess may reward him more viscerally, but the thought is only a small one.

GOALS: Ivo desires to help uplift the far-flung communities that are oft ignored by the nobility, save for when taxes are collected.

VALUES: Of all the things that one could value, Ivo values the ideal of doing what you can to improve the world, regardless of what must be done. Just as nature has hard moments, the soldier within him is not one to shy away from making hard choices.

ANATHEMAS: Foolishness and naivete in others, as well as those who do not strive to better themselves. Few things make him angry without question, as it usually requires multiple instances of the same event to eat away at his mental fortitude, but the one thing that will invariably is those who kill without reason.

SIGNATURE: I, Luxin, do sign and adhere to the limitations and constraints, as well as the openings and possibilities, that my character may die out become injured cripplingly. That being said, I'm stoked to throw spells and shank the crazies who get in my way.

Referring to line: "monastic-style upbringing and regiment,"
#1 (Suggestion): There are no eastern influences in the world of Renalta at this point in time. If you aim to have a wushu feel, you will find yourself sorely disappointed. :p

Referring to line: "There are times when, if he feels the need, he will add on the few pieces of metal armor he carries, but the times he's required it have been very, very rare so far in his life."
#2 (Suggestion): ... Why would you not wear metal armour if you had it available for combat? It's really not going to slow you down that drastically, considering it doesn't sound like a full suit of plate mail. :p

Referring to line: "An artifact formed before the Cataclysm"
#3 (Suggestion, Informational): Ah... Uh... Buddddyyy... The only creatures that could have made artifacts would be monstrosities. That would be beyond the capacity of the Imperium to pull off. It really would be. So that's a very rare item you have there. You can keep it, but expect every member of the Mage Collective to be on that thing like bees to honey. Some of them won't be very nice about it either. If you want to avoid this, make the artifact more recent.

#4 (Error): Hybrid casters specifically utilize their magic through an item. It doesn't have to be a specific item (eg: any spear or similar object to a spear would technically do) but without it, they are pretty much deprived of spells. They need their items. This applies primarily to "hold on tight" and "bolt from the blue."

Final Recommendation: Very minor edits and one plot-related consideration concerning the spear. That's pretty much it.
 
Part 4 of 4

NAME: Charlotte
RACE: Human
AGE: 19
SEX: Female.
APPEARANCE: 5'3", 120 lbs. Fallow & freckled complexion; dark eyes; curly taupe-brown hair reaching down to her waist, which she usually ties into a thick braid; muscular, but not bulky. She wears a mixture of high-quality leathers and linens—mostly tight so as to not catch on anything—and a hooded shawl. Her equipment is generally tinted in dark shades of brown or black.
EQUIPMENT: Her primary armament is a recurve bow, but she also carries a set of throwing knives and a francisca, as well as a pair of tree-climbing claws. For extra protection, she wears a steel cuirass. Other gear includes:
  • Fletching tools.
  • Sewing tools.
  • Various herbs, salves, and lotions.
  • Various poisons, venoms, and toxins.
  • A small journal and vial of ink.
  • Lamp and flask of oil.
  • Water flask, tinder box, cutlery.
BLOODLINE: Mixed blood, of Liverian origins.
BIOGRAPHY: As if an orphan, Charlotte was groomed to be a personal attendant of a noble-born girl a few years her elder. As such, she was given much the same education as a noble, as well as training in a variety of servile duties. At the tender age of eight, she took a keen interest in hunting, and with the encouragement of her young Lady, was granted access to private tutors in a number of related fields. It was in these early years that she learned archery, tracking, and herbalism.

It wasn't until she was fourteen that Charlotte was informed of her true heritage. Unwilling to bear the suffering of raising a child she would live to see grow old and die, Charlotte's elven mother had left her in her father's care—a nobleman, though not one with any holdings of his own.

As a result, Charlotte enjoyed increased independence and the opportunity to bond with her father and half-brother—but in only two years' time, her brother fell grievously ill. She begged them to allow her to sneak him across to their Renaltan relatives, seeking a mage powerful enough to cure him, but they forbade it. At his death, the mother grew bitter of her presence, and so she left.

SKILLS/TALENTS: After leaving the estate, Charlotte put herself to use as a mercenary, hunter, and occasional assassin. She is a deadly shot with her bow, has access to a wide array of poisons, and is a good tracker.
STRENGTHS:
  • Glades and Parades: Having hunted both man and beast, she is equally at ease tracking prey through the dark forest as in a crowded street.
  • Silent Ambush: A fast runner and a good climber, Charlotte can scale tree trunks quickly and stone walls not-so-quickly—and she can do all in near silence.
WEAKNESSES:
  • Height Advantage: Most of her attacks have been ambushes that she initiated, be it from treetops or rooftops. As such, she needs a clear and continuous line of sight to shoot accurately, and will have difficulty shooting through a crowd, or into a skirmish, without a birds-eye view.
  • Stay Back: She does not have experience in close-quarters combat, and her arsenal reflects this.
  • Hard Habits to Shake: Despite her efforts to the contrary, she is intimidated by magic and will be reluctant to come into contact with any not explicitly tailored to healing.

MOTIVATION: She is opposed to Liveria's zero-tolerance for magic, upon which she blames her brother's death. If the princess were restored to power, and the two kingdoms reunited, perhaps others might be saved from a similar fate.
GOALS: Regardless of her unusual upbringing, Charlotte wants nothing more than to reconnect with her family and home. To a lesser extent, she hopes one day to meet her mother.
VALUES: Despite her bastard birth, she was given a good life, and has come to respect the roles each person is given in the social order. Additionally, she gives her loyalty freely, believing that it is borne through sacrifice and expecting others to act in kind.
ANATHEMAS: After watching her brother die due to others being too proud to question their beliefs, she is quick to challenge so-called absolute beliefs—such as "all magic is dangerous" or "no man deserves death".

SIGNATURE: @Holmishire, ready to serve.

... Well, son of a gun. Nothing really wrong here. Huh. Oh well. :p Just means you're gonna have a good time.

-----PERSONAL-----
NAME: Rosvita
RACE: Human
AGE: 26
SEX: Female


APPEARANCE: Often mistaken for a man at first glance - both in demeanour and appearance - Rosvita stands at solid 5ft10 with dark, close-cut hair. There is nothing soft about her; not the angles of her face nor the glaze of her green eyes, but that doesn’t make her entirely uncomely. Lean and reasonably mean, Rosvita’s strength is mostly carried in her upper-body, giving her a broad frame. Though her feminine side would not be hard to get in touch with, it has never been something that she was interested in aside from the occasional black or brown kohl around the eyes; though that’s more war paint. Weather and war worn would be the best way to describe her. Quite literally when it comes to the marks across her jaw that are constant due to the amount of both fletching and scratches that make contact each day.

EQUIPMENT: An inherited bow is never far from her side, it’s her one and only true companion. It came to her recently with the death of her elder brother. They’d named it Hellpfeil. Which means one thing in their language (Brightarrow) but quite the opposite in another… She also carries a pair of throwing knives. Mostly, Rosvita will be seen wearing more supple leather protection, though she dons basic yet expertly kept armour when called to the front line.

BLOODLINE: Born into a family of wealthy tradesmen rumoured to have magical heritage due to their prowess at both creating and wielding magic-enhanced weaponry, though this is untrue as far as can be told and traced.



BIOGRAPHY:
When birthed into a war-torn world, a special sort of ignorance is also born. That of knowing no better. Of believing that fresh meat, a good story, and three days without a friend dying is the epitome of life as we live it. A bliss so far removed, it hurts to imagine. But when meat spoils easily, and death in the most predictable occurrence in Rheinfeld, the stories are what people really live for. Stories of a time before the Archangel and The Forsaken, and dreams of a world without them once more. Both are intangible. Pure fantasy to the new generation. But at least it gave people something to fantasise about, a distraction, if it were - and for a few more optimistic visionaries: hope.

His name was Ber, the spreader of such hope. He planted his seeds well and he kept them healthy for as long as he could. An old man, it was all he could offer to his crippled city. The youngsters worshipped him. As children began to be left to practically raise themselves amidst the demand for soldiers, Ber was the strangest of nannies but a bard like no other. He fought with his tales and his music and his laughter, and gifted the youngsters with something invaluable. Something good, something wholesome: a childhood, no matter how disillusioned.

Rosvita was never a frequent attender to his circles but her time with Ber was still the most precious, although her later sanity would not entirely depend on it like some, who would eventually turn to alcoholism and other means of escape. She was lucky, her family protected in the beginning as they continued to develop new weapons for the waging war. They were mostly outsiders with close connections to the Mage Collective. Valued members of society, though always somehow kept closely tethered by their highers. Whether because of the threat they could pose, their strange way of viewing magic or the fact that they were just plain odd and tended to wear peculiar spectacles as they invented, they were always unsure. The family were reclusive, educated and religious. Wholly, they are known for being good and kind people; at least on the surface. But even their safety could not be guaranteed as they were soon dragged into the war one by one. Now, their numbers are dwindling and the workshops are desolate. Abandoned aside from an old man wearing those signature spectacles that was once Rosvita’s grandfather, now a vessel that paces and mutters, slowly going insane.

Rosvita was always less eccentric when compared to her family. It was said that she had a simpler mind. More akin to a warrior than an inventor, and so her turn towards combat training was supported. Marksmanship was soon found to be where her true talent lay. Words like Ber’s resonated with the hero inside and she joined the military when she was sixteen. In four years’ time she was operating as a captain, though such titles meant little in an army drowning in desperation. Entering the war with more training than most was what gave her the head start and the avoided instant slaughter. War is her life. It always has been, and for a long time, it’s all that she expected it to be. For ten years, there has never been such a thing as off-duty to Rosvita, whether it be planning, training or fighting. That special sort of ignorance previously mentioned protected her for a long while, but there’s only so much heartbreak one can take. There was no such thing as home, and with friends and family lay slain, it took only one more devastation for that ignorance to be brought into question.

Yet again, it was Ber. But this time, the loss of him. The attack was targeted, and took place during the night. There was no sign of much struggle and no one was entirely sure of who conducted the murder, though of course all eyes were on their most immediate enemy. This could have been ignition for many, but the death of such a revered member of an already-broken community had the opposite effect. Their hope truly was gone, dead.

Or dashed, for now, but not necessarily for those visionaries that he helped create. The tales of Ber’s last story continued to live on. A story that had been told a thousand times, except with a twist. A princess who survived.

Perhaps there was a way for hope to live on, too.



-----OPTION: HYBRID----
MAGIC CONCEPT: All magical effects produced by Rosvita manifest through Hellpfeil, her bow. It is the only remaining magic-enhanced weapon that still belongs to the family and has been constantly developed and recalibrated throughout the years. However, it was never originally theirs as the artefact used to power it was actually stolen. The fact has always been a huge family secret, so much so that the new generation has no idea what is really concealed in the limb. With this being said, Rosvita has always felt that the bow has its own personality. One that she did not like when she was younger, but that she now feels she understands but not entirely trusts.

It is the bow itself which gifts the arrows. Originally calibrated with the help of a Mage of light, Hellpfeil’s abilities represent this, though some other additions were made.

SPELL EXAMPLES:
  • Brightarrow: Hellpfeil’s original feature: Released arrow contains light energy that is freed when target is hit, creating a burst of energy and light known to knock men flying within fifteen yards.
  • Simple Enhance: Released arrow flies faster and stronger, often ripping through targets.
  • Lack of Lucidity: Released arrow will create a haze capable of confusing up to 50 people, causing disarray within the cloud of translucent white.
  • Distractor: Released arrow will create a diversion, decided on by the bow herself though usually a mixture of both noise, light and white smoke.


STRENGTHS:
To Be Brave: Rosvita is an innately bold person, willing to put others before herself and always offering to take the lead. She will take anything in her stride, whether that be a burning building or a flurry of arrows heading her way.
Sureshot: Her marksmanship skills are arguably her biggest strength, though her ability to hit her mark is increased when assisted by Hellpfeil. Without her bow, her skills are still impressive, though hitting her target only perhaps 75% of the time.
Wakeful Endurance: Rosvita is used to taking her rest wherever she can find it, and can stay awake for almost inhuman amounts of time. This also expands to her being able to stay active and concentrated in a similar way.
God is Good: Her faith and belief in the existence of true goodness keeps her motivated.

WEAKNESSES:
A Case of the Shakes: Over the past few years Rosvita has developed a case of shaking hands. It tends only to affect her during what little downtime she has, though it is her biggest fear that it shall start manifesting during battle.
No Nonsense: Unsurprisingly, such an environment as Rheinfeld failed to instil any light-heartedness in Rosvita. She has little to no understanding of basic humour, let alone sarcasm, and any joke she has attempted to make has fallen flat. On a more general note; her social skills beyond giving and receiving orders are minimal.
A Special sort of Ignorance: Rosvita is untravelled and unexperienced in anything other than her nightmare world. There is only so much one can learn through tutors and books.



-----BACKEND-----
MOTIVATION: She wishes to be the hope for other people, and to hope for those incapable of doing so.
GOALS: As well as a want to bring this tale of ‘peace’ to her homeland, she also wishes to find the bigger picture of the world, as she has been blind to it for so long.
VALUES: Rosvita still holds strong to the fact that God is good and will protect his integrity fiercely, making her loyalty one of her most unwavering values. This links closely to her sometimes too-blunt honesty. She also has a strange fascination with the concept of innocence and peace and harmony, and so in a sense, she holds the values that her people wish to be real.
ANATHEMAS: There are a number of things that both irritate and confuse Rosvita. The most prevalent being: inconsistency, lack of discipline and secrets.

SIGNATURE: Lialore

#1 (Error): Magic is quite literally required to make magical artifacts, so, some of your character's family probably were mages. :p

Referring to line: "With this being said, Rosvita has always felt that the bow has its own personality. One that she did not like when she was younger, but that she now feels she understands but not entirely trusts."
#2 (Suggestion): Please elaborate as to this mystery for me. Does the bow literally have a personality, or, is this figurative?

#3 (Suggestion): Add a weight to this character for comparison purposes.

Final Recommendation: It's probably fine to pass, I just want to gain clarification on a couple of minor background points.

-----PERSONAL-----

NAME: Joel
RACE: Human
AGE: 19
SEX: Male.
APPEARANCE:
EQUIPMENT: Dagger, lute, bow, flute, disarming smile.
BLOODLINE: Commoner. Renalta.
BIOGRAPHY: The origin of Joel is best described as a myriad of factors. Namely, whores, spirits and bad decisions, resulting in a cradle in front of his single father's cabin. Joel's father was a working man. A labourer for hire, commonly on the roads between Liveria and Renalta – or at work at the formers harbour. Mayhaps boorish, mayhaps foolish, Joel's father was a good man at heart. He took care of his son where he could, but as a working class single parent, much of Joel's childhood could be rather lonely. Lacking a steady amount of parental love and supervision, Joel searched for such means where he could. He would help his father's friends out at their market stands more for the praise than the free apples – and with his boyish wits end up befriending regulars and street musicians. The way a man with a lute could paint a smile on strangers their faces... It was just what Joel wanted.

Because his father's work was of a freelance nature, some months were more difficult than others. When a song wouldn't yield enough coin, a teenage Joel learned he'd need employ different methods; something a working stiff like his father would never approve of. Yet, what choice did Joel have when his father wasn't home, or so the boy reasoned. He lost touch with cut-and-dry morals and many of his relations grew more tense throughout his adolescence. As such, Joel grew up to have many doubts about himself. Though he himself had but few qualms with pickpocketing and cheating when necessary, Joel wished to be subject to the boundless admiration the heroes in his songs enjoyed. Heroes that were just. Yet for a commoner like him, such heroics were simply not part of reality – or were they? What if Joel were to, say, save a princess?

----OPTION: MUNDANE----

SKILLS/TALENTS: Joel is a bard and entertainer for all ages. He comes equipped with a song, roguish charm and enough moxie to put both to use. Joel is competent with bow, dagger and sword, by civilian standards, though his skills are lacking by military ones.
STRENGTHS:
  • A man of the people. Joel is a man who likes to paint smiles on faces. He likes to be liked and is fairly good at gauging what it takes to achieve that.
  • Excellent hearing. Joel can follow any bar conversation while counting how many rats are scurrying below floor while a group of Liverian sailors is celebrating their return in said bar. Long story short; he hears things.
  • Magician's hands. Joel's rather deft at the more delicate tasks. Lutes, locks, ladies, you name it, he's got an aptitude for it.
WEAKNESSES:
  • Mudblood. Magic resistance rolls a zero.
  • Never the troubadour. In regards to nobility, Joel is a little... Uninformed. He's not seen or spoken to many nobles and his casual joviality is likely to rub many the wrong way.
  • We're going to see the wizard. Joel is quite clearly lacking in combat experience compared to most adventurers in the party. There is much he has to learn on this journey – which means he might not always be equally useful.
-----BACKEND-----

MOTIVATION: Singing about better men's tales and lands he hasn't seen is something Joel would like to grow out of. A little princess-hunting would provide him with adventure and scenery to spare.
GOALS: To become worthy of song and respect.
VALUES: Overall, Joel subscribes a chaotic good; holding individualism in high regard but being flexible in how such freedom is obtained. Though generally benevolent, Joel also is... A bit of a hedonist. As such he values attention, wealth and pleasure more than the common man should and these allures commonly contradict his morals. Similarly, Joel is no stranger to compromising his ideals when falling on harder times. While he tries to do good, he hesitates to if it comes at great cost to himself. That said, being born and raised in Renalta, tolerance is up high on Joel his value list. He's also fairly patriotic in this regard, because his country is the one actively pursuing better times for all.
ANATHEMAS: Restriction of personal freedom. Warmongering without purpose. Racism.
SIGNATURE: Ouverture

#1 (Suggestion): Add a height and a weight for this character for comparison purposes.

#2 (Suggestion): You have a family, it'd only be natural to have a surname... :p

Final Recommendation: It's fine as is, just, y'know, so long as you understand what you're getting into. In a party full of mages, brigands, cutthroats, assassins, adventurers, fighters, and so forth, your bard is going to be a bit outgunned most of the time.
 
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