Added Height/Weight to Esther, clarified Glitter-gloves and some backstory stuff, and added a new weakness: I poke them with the pointy end... right?

For the Babysitter weakness I intended Esther's parents insistence to be a liability at times, but just in case I added the above weakness to cover for it.
 
Updated my sheet: Boldened the headers, fixed the minor information error in his Backend, and added two strengths and one weakness: Anvil of God, Free Holds Contacts, and Debts Owed; Debts Paid, respectively. Also explained where the rifle came from, which has to do with the addition of strengths and a weakness.
Edit 2: Added two notes at the bottom of the sheet to explain House Eckhart's deal with a Freeholder merchant by the name of Alexander Alessandri, and to name three of Laurenz's contacts within the Freeholds.
 
Last edited:
NAME: Dean Hansen
RACE: Human
AGE: 20
SEX: Male

APPEARANCE:
Standing at approximately 5'10" and weighing a healthy 180lbs, Dean looks like a recruitment officer's dream: Young, strong and filled with blind naivete. His posture is borderline noble, despite his low-born status he walks confidently everywhere he goes. Short brown hair and a strong jaw frame his face giving the impression of age or gravitas, but are instantly betrayed by his green eyes; always searching for fresh new sights to amaze, and his welcoming smile inviting all that pass him to join in witnessing them.

EQUIPMENT:
Since leaving home Dean has learned the benefits of traveling light, and so constantly wears his father's leather armor to save room in his bag. Ill-fitting as it may be and lacking the right leg, he realizes the need for protection and wears it anyway. Beneath the rudimentary armor lies Dean as he knows himself; the simple boy from a small town dressed in simple cloth. There is nothing expensive or exquisite about Dean's attire.

Of note are the basic weapons that Dean carries, the light buckler strapped to his back, and the sword and dagger slung from opposite hips are all of military standard, bearing the Renaltan Crest. Little wonder they all belonged to his father before his accident on the battlefield, and have since been adopted by the boy.

BLOODLINE: Dean is a peasant through to his core.

BACKGROUND:
Dean was born during the onset of the Liverian-Renalta Civil War in 140AC. While the nation around him erupted into conflict, their peaceful lake-side town and the people therein was left largely unaffected- more interested in surviving together than who held dominion over the laws and land. In fact Dean's father was one of only a handful of villagers that left to join the ranks of the Renaltan military. As a result Dean never knew his father but had heard him described by his older sister, Maria, and others that had known him as gentle, hearty and generous. His father's absence also left his mother, Katherine, alone and meant to care for the family of three, a daunting task, but luckily Dean's Grandfather stepped in and took it upon himself to help raise the boy.

Having grown up in the Capital of Renalta himself, Keran Alusane taught Dean of Renaltan ideals: Honor, respect, and compassion. These were the values Kern wanted to instill in the young Dean, and he did so by recounting all the tales of the once great nation that he could. Frightful encounters with Vampires during the rise, deadly dealings with the demonic cults and of course stories of the ever cunning folk of neighboring lands; all used by Keran to ensnare Dean into lessons, and always neatly conquered by brave heroes and heroines. These methods proved exceptionally potent, and Dean would launch into these stories jovially with questions, reenactments and a desire to complete his own tasks of note all to the pride of Keran. The two were all but inseparable from dawn to dusk.

Then in the year 149AC, Dean's father returned home. It seemed that in the fray of battle, Uthil Hansen had lost a leg, and the military had shipped him home to spare him his life. As a child of nine Dean couldn't have been more pleased to finally meet his father, and certainly there was some abject idolization from having heard so often how brave and chivalrous his father was so it wasn't until some weeks later that Dean truly took in the character of his father. Of what he had been told, Dean saw no trace. Uthil was gaunt, and kept mostly to himself. Try as he might there was no connection to be made between father and son, which would have been bad enough if Uthil didn't also have the terrible habit of constantly insulting Keran and the nation of Renalta.

Dean took it upon himself one day to confront his father for his poor behaviour, and his father deemed it appropriate to laugh. He sat him down, not harshly but he certainly didn't have much choice, and calmly explained all that he had seen in his 9 years of battle. Of friends dying in his arms, the terror of combat, and of course of the enemy themselves: as determined to kill you as you are to survive. As his father finished, Dean could barely speak. Keran's stories never told of any of that sort. He stood and left the room, and his grandfather's stories never held the same fire they once had. Dean started sword-play just prior to the treaty being signed between Renalta and Liveria, and continued on with his life unencumbered by true sorrow or strife.

Dean recalls vividly the first time he heard the rumors of the man collecting brave adventurers to search for Camilla. He remembers not only because it was the first day he felt truly himself again in far too long, but because he decided then and there that he was going. He didn't ask for anyone's permission or opinion, no, he donned his father's armor, stole the weapons from their dusty displays, and left. Keran would be proud. Katherine and Maria would be fine. And Uthil? Uthil be damned. As means of departure Dean left a note with little written, but plenty to say "Renalta lives forever."

SKILLS/TALENTS:
Dean is a swordsman. Not particularly great, but certainly capable enough to scrape by in a fight. His greatest advantage is being aware that others are more accomplished than he is, and knowing when best to let his pride fall, and find a better solution to his problems. His athleticism, teamwork, and cunning are his tools against those who might otherwise best him.

STRENGTHS:
Co-operation: Dean is always more than willing to work with those around him towards a common goal.

Youthful Endurance: Dean still manages to capture the endless endurance of a child on cocaine, able to sprint long distances and operate without rest for lengths of time others might not manage.

Sheer Grit: Whether through determination or simple willpower, Dean outlasts others in pain tolerance and will not rest until he sees his goals completed.

Lessons of the Father: Holding the ideals taught to him by his Grandfather close at heart, Dean attempts to approach every situation as he thinks a hero from his stories might. (Also has a small knowledge of a broad range of subjects)

WEAKNESSES:
Untried, untested: Though none would doubt Dean's desire to fight, many often, and for good cause, doubt his ability. He has only informal training and is easily bested by more adept swordsmen.

Life is not a fairy tale: While Dean might approach situations with the best of intentions, it is because of this naivete that he is sometimes taken advantage of.

A Zealot is a zealot: Close but not quite, a zealous urge to do good is still zealous in nature. Dean can sometimes become so focused on doing the "right" thing, he forgets the consequences of what it might mean.

MOTIVATION:
Dean was motivated by the stories told to him at a young age of a land where equality ruled and even a simple peasant could become king. While not having any desires to reign, he longs for a world where that is possible for any that do. Because no man should be born to poverty without a way out. He also wants to prove to his father that it is possible to make a difference in the world

GOALS:
Dean seeks to earn a place for his name beside those of the heroes his Grandfather told him of.

VALUES:
- Being true to yourself, and following the course of actions as you see fit.
- Honoring and respecting your family, and those that care for you
- Being a part of the solution instead of impeding progress at every turn

ANATHEMAS:
- Direct disrespect to his friends or family is met with outright hostility.
- Being made a fool of/being doubted because of his age or ability will set him on edge, and he will attempt to prove himself without first weighing the consequences
- Those that are too prideful to accept help aggravate him
- The indifference of nobles will infuriate him

SIGNATURE: Orion
 
Last edited:
NAME: Tycho Merax
RACE: Human
AGE: 47
SEX: Male
APPEARANCE: An unassuming, plain, clean-shaven man with short black hair, brown eyes, standing at 5'9'' and weighing 145 lbs.
EQUIPMENT: A simple medical pouch, a spear, simple travel gear and clothing, a gambeson.
BLOODLINE: Free Hold commoner lucky enough to be born with magic
BIOGRAPHY: Tycho was born Tarek, a native of Legamhold. When Tycho was seven, his parents discovered that he had magical talent, and so they did what any good Free Holder would do, and sold him into slavery. He was purchased by Garl Marsek, a lieutenant of the Warlord of Legamhold. Garl, or rather his retainers, slaves and hired Mage Collective teachers, taught Tycho to hone his magical talents and educated him in matters of healing and anatomy, so that he might serve his master as a physician. He studied diligently and over the years of serving his master's household, he came to serve Garl Marsek directly.

Garl was ambitious and intelligent, but was also insecure and violent and was prone to taking his anger out on slaves who displeased him, so one of the first things Tycho learned was how to read his master's mood. He learned what to say to avoid a beating, and how to say it. He learned to follow commands to the letter, how to keep secrets to himself, and when he was secretly ordered to kill men he was sent to heal, he did so discreetly and with little trace, earning himself a position of confidence with Garl.

Then Garl nearly died to an assassination attempt from one of his many rivals. The act seemed to unhinge him and make him more erratic and suspicious. After he violently slew a trusted member of his inner circle out of suspicion, Tycho realized that, no matter how important and trusted he made himself to his master, it was only a matter of time before his master would turn his frustrations on him, and so plotted to escape from the Free Holds. The escape was easy, considering his position of trust within Garl's household, and he made his way towards Rheinfeld, figuring he might make a living off the civil war, changing his name and identity to Tycho Merax, wandering Free Holder Physician and healer.

However, after several years of witnessing the aftermath of a fanatical war of annihilation, one-too-many unfortunate run-ins with bounty hunters, and with dwindling pay for his services to the Rheinfeld army, Tycho decided it was time to move on when he heard the rumors of the return of princess Camilla, and the founding of a band of adventurers to try and find her.

MAGIC CONCEPT: Healing Magic
SPELL EXAMPLES:
  • Close Wounds: By generating a layer of skin and coagulants, Tycho can seal an injury from further harm and infection, though the injury would still need time to heal completely. This spell only requires 10 to 30 seconds to cast, depending on the severity of the wounds, and doesn't tire him overmuch.
  • Regenerate: Tycho can promote magical regeneration of flesh, repairing in hours what would normally take weeks to heal. He can even regenerate lost limbs over the course of weeks, with regular magical treatments. This spell takes a nominal amount of his magical stamina, and can usually only be used on a 1-3 people a day, depending on the severity of the wounds.
  • Cleanse Poisons/Diseases: A time-consuming and potentially dangerous spell, but not an overly taxing one, Tycho may attempt to create an antidote within a poisoned or diseased person, though creating the correct antidote is difficult to do without prior experience and experimentation with the disease/poison, and incorrect antidotes may do more harm than good. Magically created diseases are far harder to combat, and while Tycho may help in curing them, they require far more work to cure than he may provide.
  • Mutation: The only offensive option in his spellbook besides using raw magic, Tycho expends the majority of his magical stamina to cause rapid and unpredictable mutations in a target, causing them to swell to grotesque proportions until they literally burst from their own skin. He can usually only do this once a day without hurting himself, and is only effective within 5 meters.
  • Subtle Mutation: Tycho may introduce targeted mutations within specific parts of a person, specifically in order to kill them stealthily. Nearly indistinguishable from the Regenerate Spell except to those well versed in anatomy and magic.
STRENGTHS:
Healer: Tycho can heal wounds quickly, and close them faster, making him an invaluable asset on the battlefield. Even without his magic, he is a decent medic, and can tend to the majority of physical injuries with mundane means.
Insight: Tycho can read people well, a useful skill he picked up by necessity in the Free Holds.

WEAKNESSES:
Non-Combat: Although he knows the basics of wielding a spear, he is not suited to combat and, without using magic, will likely lose to any opponent more dangerous than a disgruntled peasant.
Powerful Ex-Patron: Tycho has made a powerful enemy in the Free Holds who is eager to punish him for his betrayal. Even though he has a new identity, it won't protect him forever.

MOTIVATION: To ingratiate himself to a potential new power in the world, and hopefully earn a position of trust like he enjoyed before in the Free Holds, and also to be compensated appropriately for such services.
GOALS: To live a life of relative ease, comfort and safety behind a powerful patron who doesn't like to murder his or her followers when displeased.
VALUES: Having a stable position, being well paid for his services, a job well done, logic and reason.
ANATHEMAS: Emotionally compromised people, people in general, giving charity to anyone, religion and everything pointless it inspires in people, Lizardmen.

SIGNATURE: Grothnor da zoggin' Orky-Git
 
Last edited:
Reminder: If you don't tell me that you've updated your sheets, I won't bother reviewing them again. So, y'know, communicate this with posts in the OOC. :emoji_clipboard:

Review #2:
Electric Boogaloo.

EDITED 13.11.17

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

Credit to nonnahs144
5c65a4b99ed0927c73da25e84b3a4ab6.jpg

Credit to IanPerks
Aeri stands at five feet and eleven inches. She hides most of her form through flowy clothing with many layers, so it belies her wiry frame. The elf looks like she shouldn't weigh more than 120 pounds soaking wet, but truly she's closer to 140 pounds due to her muscles.
EQUIPMENT: A shepherd’s crook with a ribbon woven from the fur of a fox, a carved crow caller, ankle bangle with bells, a wind instrument carved from a grizzly 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. 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.
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

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 seemed to have wit and riddles beyond that of most creatures, not that many others would understand them. 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.

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 who seemed to be the only of his kind to tolerate her, 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 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.

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 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.
  • 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.
  • 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 they aren't able to see 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. 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 an earth of foxes to scout ahead for her or tell her of the local happenings. Aeri would be hesitant to do this for some species, such as bears. Bears don't always want to be shouted at.
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. 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.
  • 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. Carrying an overly large wolf like a babe is also not a great way to get positive attention in civilization.
  • 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.
  • Bears: Aeri has had consistently bad experiences with bears. Not all bears are bad, but bears are largely not willing to hang out with her. If she finds herself around an angry bear she's not going to play dead and she's not going to back away slowly. She and Ren 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.
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

#1: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

#4: :emoji_ballot_box_with_check:

#5: :emoji_ballot_box_with_check:

#6: :emoji_ballot_box_with_check:

#7: :emoji_ballot_box_with_check:

#8: :emoji_bangbang:
HCcIA1m.jpg


NEXT!

NAME: Esther Stroud
RACE: Human
AGE: 16 and a half!
SEX: Female
APPEARANCE:
4a29fa01a7ba0ad1942b791d80895d4f.jpg
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.

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 (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!



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.
  • 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.


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: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

like-a-good-comrade-soviet-bear-is-there.jpg


NEXT!

-----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.
#1: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

giphy.gif


NEXT!

NAME: Dean Hansen
RACE: Human
AGE: 20
SEX: Male

APPEARANCE:
Standing at approximately 5'10" and weighing a healthy 180lbs, Dean looks like a recruitment officer's dream: Young, strong and filled with blind naivete. His posture is borderline noble, despite his low-born status he walks confidently everywhere he goes. Short brown hair and a strong jaw frame his face giving the impression of age or gravitas, but are instantly betrayed by his green eyes; always searching for fresh new sites (sights?) to amaze, and his welcoming smile inviting all that pass him to join in witnessing them.

EQUIPMENT:
Since leaving home Dean has learned the benefits of traveling light, and so constantly wears his father's leather armor to save room in his bag. Ill-fitting as it may be and lacking the right leg, he realizes the need for protection and wears it anyway. Beneath the rudimentary armor lies Dean as he knows himself; the simple boy from a small town dressed in simple cloth. There is nothing expensive or exquisite about Dean's attire.

Of note are the basic weapons that Dean carries, the light buckler strapped to his back, and the sword and dagger slung from opposite hips are all of military standard, bearing the Renaltan Crest. Little wonder they all belonged to his father before his accident on the battlefield, and have since been adopted by the boy.

BLOODLINE: Dean is a peasant through to his core.

BACKGROUND:
Dean was born during the onset of the Liverian-Renalta Civil War in 140AC. While the nation around him erupted into conflict, their peaceful lake-side town and the people therein was left largely unaffected- more interested in surviving together than who held dominion over the laws and land. In fact Dean's father was one of only a handful of villagers that left to join the ranks of the Renaltan military. As a result Dean never knew his father but had heard him described by his older sister, Maria, and others that had known him as gentle, hearty and generous. His father's absence also left his mother, Katherine, alone and meant to care for the family of three, a daunting task, but luckily Dean's Grandfather stepped in and took it upon himself to help raise the boy.

Having grown up in the Capital of Renalta himself, Keran Alusane taught Dean of Renaltan ideals: Honor, respect, and compassion. These were the values Kern wanted to instill in the young Dean, and he did so by recounting all the tales of the once great nation that he could. Frightful encounters with Vampires during the rise, deadly dealings with the demonic cults and of course stories of the ever cunning folk of neighboring lands; all used by Keran to ensnare Dean into lessons, and always neatly conquered by brave heroes and heroines. These methods proved exceptionally potent, and Dean would launch into these stories jovially with questions, reenactments and a desire to complete his own tasks of note all to the pride of Keran. The two were all but inseparable from dawn to dusk.

Then in the year 149AC, Dean's father returned home. It seemed that in the fray of battle, Uthil Hansen had lost a leg, and the military had shipped him home to spare him his life. As a child of nine Dean couldn't have been more pleased to finally meet his father, and certainly there was some abject idolization from having heard so often how brave and chivalrous his father was so it wasn't until some weeks later that Dean truly took in the character of his father. Of what he had been told, Dean saw no trace. Uthil was gaunt, and kept mostly to himself. Try as he might there was no connection to be made between father and son, which would have been bad enough if Uthil didn't also have the terrible habit of constantly insulting Keran and the nation of Renalta.

Dean took it upon himself one day to confront his father for his poor behaviour, and his father deemed it appropriate to laugh. He sat him down, not harshly but he certainly didn't have much choice, and calmly explained all that he had seen in his 9 years of battle. Of friends dying in his arms, the terror of combat, and of course of the enemy themselves: as determined to kill you as you are to survive. As his father finished, Dean could barely speak. Keran's stories never told of any of that sort. He stood and left the room, and his grandfather's stories never held the same fire they once had. Dean started sword-play just prior to the treaty being signed between Renalta and Liveria, and continued on with his life unencumbered by true sorrow or strife.

Dean recalls vividly the first time he heard the rumors of the man collecting brave adventurers to search for Camilla. He remembers not only because it was the first day he felt truly himself again in far too long, but because he decided then and there that he was going. He didn't ask for anyone's permission or opinion, no, he donned his father's armor, stole the weapons from their dusty displays, and left. Keran would be proud. Katherine and Maria would be fine. And Uthil? Uthil be damned. As means of departure Dean left a note with ltitle (little?) written, but plenty to say "Renalta lives forever."

SKILLS/TALENTS:
Dean is a swordsman. Not particularly great, but certainly capable enough to scrape by in a fight. His greatest advantage is being aware that others are more accomplished than he is, and knowing when best to let his pride fall, and find a better solution to his problems. His athleticism, teamwork, and cunning are his tools against those who might otherwise best him.

STRENGTHS:
Co-operation: Dean is always more than willing to work with those around him towards a common goal.

Youthful Endurance: Dean still manages to capture the endless endurance of a child on cocaine, able to sprint long distances and operate without rest for lengths of time others might not manage.

Sheer Grit: Whether through determination or simple willpower, Dean outlasts others in pain tolerance and will not rest until he sees his goals completed.

Lessons of the Father: Holding the ideals taught to him by his Grandfather close at heart, Dean attempts to approach every situation as he thinks a hero from his storis (stories?) might. (Also has a small knowledge of a broad range of subjects)

WEAKNESSES:
Untried, untested: Though none would doubt Dean's desire to fight, many often, and for good cause, doubt his ability. He has only informal training and is easily bested by more adept swordsmen.

Life is not a fairytale (fairy tale?): While Dean might approach situations with the best of intentions, it is because of this naivete that he is sometimes taken advantage of.

A Zealot is a zealot: Close but not quite, a zealous urge to do good is still zealous in nature. Dean can sometimes become so focused on doing the "right" thing, he forgets the consequences of what it might mean.

MOTIVATION:
Dean was motivated by the stories told to him at a young age of a land where equality ruled and even a simple peasant could become king. While not having any desires to reign, he longs for a world where that is possible for any that do. Because no man should be born to poverty without a way out. He also wants to prove to his father that it is possible to make a difference in the world

GOALS:
-To level the playing field, and force the nobles to acknowledge their (the?) common man as equals.
- To someday be a great swordsman in his own right.
- Help those around him in need

VALUES:
- Being true to yourself, and following the course of actions as you see fit.
- Honoring and respecting your family, and those that care for you
- Being a part of the solution instead of impeding progress at every turn

ANATHEMAS:
- Direct disrespect to his friends or family is met with outright hostility.
- Being made a fool of/being doubted because of his age or ability will set him on edge, and he will attempt to prove himself without first weighing the consequences
- Those that are too prideful to accept help aggravate him
- The indifference of nobles will infuriate him

SIGNATURE: Orion

#1 (Suggestion): There's a couple of minor typos (marked in red) on the sheet. Being that you're colour blind, I added (word?) beside the typos. (Yes, I'm being this pedantic, your sheet is leaving me with little to error here. Damn you.)

Referring to line: "-To level the playing field, and force the nobles to acknowledge their (the?) common man as equals."
#2 (Suggestion, Informative): The nobility of Renalta already largely regard peasants in a positive light. From the kingdom fact sheet, peasants have full economic autonomy. Individuals are allowed to possess firearms, and magic is a free and protected right. As implied by the kingdom's founding mythos, peasants are a part of the royal line--and as such, can marry freely into nobility to become nobility themselves.

The only thing that has effectively stopped Renalta from abolishing the concept of nobility entirely was the loss of the Royal Family and thus the requirement of establishing some form of order over the land in their absence. :p

You can keep this goal, I just figured I'd clarify that it would almost certainly apply exclusively to nobility outside of Renalta.

Also, the*
Being pedantic is fun.

Final Recommendation: A little polish work and this'll shine brightly.

NAME: Tycho Merax
RACE: Human
AGE: 47
SEX: Male
APPEARANCE: An unassuming, plain, clean-shaven man with short black hair, brown eyes, standing at 5'9'' and weighing 145 lbs.
EQUIPMENT: A simple medical pouch, a spear, simple travel gear and clothing, a gambeson.
BLOODLINE: Free Hold commoner lucky enough to be born with magic
BIOGRAPHY: Tycho was born Tarek, a native of Legamhold. When Tycho was seven, his parents discovered that he had magical talent, and so they did what any good Free Holder would do, and sold him into slavery. He was purchased by Garl Marsek, a lieutenant of the Warlord of Legamhold. Garl, or rather his retainers, slaves and teachers, taught Tycho to hone his magical talents and educated him in matters of healing and anatomy, so that he might serve his master as a physician. He studied diligently and over the years of serving his master's household, he came to serve Garl Marsek directly.

Garl was an ambitious, intelligent, but insecure and violent man, prone to taking his anger out on slaves who displeased him, so one of the first things Tycho learned was how to read his master's mood. He learned what to say to avoid a beating, and how to say it. He learned to follow commands to the letter, how to keep secrets to himself, and when he was secretly ordered to kill men he was sent to heal, he did so discreetly and with little trace, earning himself a position of confidence with Garl.

Then Garl nearly died to an assassination attempt from one of his many rivals. The act seemed to unhinge him and make him more erratic and suspicious. After he violently slew a trusted member of his inner circle out of suspicion, Tycho realized it was only a matter of time before his master would turn his frustrations on him, and so plotted to escape from the Free Holds. The escape was easy, considering his position of trust within his household, and he made his way towards Rheinfeld, figuring he might make a living off the civil war, changing his name and identity to Tycho Merax, wandering Free Holder Physician and healer.

However, after several years of witnessing the aftermath of a fanatical war of annihilation, one-too-many unfortunate run-ins with bounty hunters, and with dwindling pay for his services to the Rheinfeld army, Tycho decided it was time to move on when he heard the rumors of the return of princess Camilla, and the founding of a band of adventurers to try and find her.

MAGIC CONCEPT: Healing Magic
SPELL EXAMPLES:
  • Close Wounds: By generating a layer of skin and coagulants, Tycho can seal an injury from further harm and infection, though the injury would still need time to heal completely. This spell only requires 10 to 30 seconds to cast, depending on the severity of the wounds, and doesn't tire him overmuch.
  • Regenerate: Tycho can promote magical regeneration of flesh, repairing in hours what would normally take weeks to heal. He can even regenerate lost limbs over the course of weeks, with regular magical treatments. This spell takes a nominal amount of his magical stamina, and can usually only be used on a 1-3 people a day, depending on the severity of the wounds.
  • Cleanse Poisons/Diseases: A time-consuming and potentially dangerous spell, but not an overly taxing one, Tycho may attempt to create an antidote within a poisoned or diseased person, though creating the correct antidote is difficult to do without prior experience and experimentation with the disease/poison, and incorrect antidotes may do more harm than good.
  • Mutation: The only offensive option in his spellbook besides using raw magic, Tycho expends the majority of his magical stamina to cause rapid and unpredictable mutations in a target, causing them to swell to grotesque proportions until they literally burst from their own skin. He can usually only do this once a day without hurting himself, and is only effective within 5 meters.
  • Subtle Mutation: Tycho may introduce targeted mutations within specific parts of a person, specifically in order to kill them stealthily. Nearly indistinguishable from the Regenerate Spell except to those well versed in anatomy and magic.
STRENGTHS:
Healer: Tycho can heal wounds quickly, and close them faster, making him an invaluable asset on the battlefield. Even without his magic, he is a decent medic, and can tend to the majority of physical injuries with mundane means.
Insight: Tycho can read people well, a useful skill he picked up by necessity in the Free Holds.

WEAKNESSES:
Non-Combat: Although he knows the basics of wielding a spear, he is not suited to combat and will likely lose to any opponent more dangerous than a disgruntled peasant.
Powerful Ex-Patron: Tycho has made a powerful enemy in the Free Holds who is eager to punish him for his betrayal. Even though he has a new identity, it won't protect him forever.

MOTIVATION: To ingratiate himself to a potential new power in the world, and hopefully earn a position of trust like he enjoyed before in the Free Holds, and also to be compensated appropriately for such services.
GOALS: To live a life of relative ease, comfort and safety behind a powerful patron who doesn't like to murder his or her followers when displeased.
VALUES: Having a stable position, being well paid for his services, a job well done, logic and reason.
ANATHEMAS: Emotionally compromised people, people in general, charity to anyone, religion and everything pointless it inspires in people.

SIGNATURE: Grothnor da zoggin' Orky-Git

#1 (Suggestion): Bold headers to make it easier on the eyes.

#2 (Error, Informational): Side note the "cure poisons/diseases" bit, is that some magical diseases will be far more difficult to cure and while your magic can aid in the process, it'll take more than that to fix it.

Final Recommendation: Minor polish, and it'll be good to go.
 
I made those edits. Let me know if anything else needs to be changed.



-----PERSONAL-----

NAME: Tybalt Mach'Llarys
RACE: Elf. Born from elves.
AGE: 97
SEX: Biologically male.
APPEARANCE: inspiration > [URL='https://i.pinimg.com/564x/6c/5a/9c/6c5a9c59f73c64b73e6c6e42ff351322.jpg']Here[/url]
  • Measurements :
    • Height 6'1"
    • Weight 75.75kg on a good day
  • Features :
    • Chocolate mane, tapering to feathered silver, keeps it trimmed.
    • Sharp, cat gold eyes, prominent in low light.
    • Sienna skin-tone, coated in a few old wounds around the back and arms.
    • Three 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 engage in battle 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: He has no other living family.
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.

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.
    • 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. He learned about what came before, the noble lines, the races born out of this event, the vampire lords, the royal family, and the current disputes. 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 a viable good option.
    • His parents shared the same gift of magic that he ended up being taught as well, using it with a wild abandon to test its' limits, which brought eyes on his house by less than savory individuals. It was because of this 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 position.
    • Currently he has a job in construction and furnishings, while keeping his magic decently well hidden from anyone looking too closely.


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

MAGIC CONCEPT: Augmentation. Either directly applying it to the person he is supporting, or in making an object that can then do what direct magic wouldn't.
  • Aid Another. Or, as he refers to it, "gift horse" magic. Tybalt's magic is the definition of a support; either to an ally or something effectively beneficial. It is magic expressly used to help others rather than himself, manifesting in two primary ways depending on the type of aid required. Unless it is a raw magic burst (deadly but they happen), it always comes as either My Champion or Deep Pockets.
    • 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 someone needs. Though he can make use of this for himself, it is never as effective as when he uses it for someone else. 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 he keeps hold of it, unless it is used up in that time or altered into another form. 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 others, or himself so 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 similar to if he had kept it and can cause awkward situations if the currency he has given vanishes from their hands.
STRENGTHS: He lacks raw power, but makes up for it in speed and constitution.
  • 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: Most offensive magic will ruin him. Including a few phobias.
  • 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: He wants to see the Princess returned to the Crown to stop the world going to hell... and maybe use this large party of adventurers to locate information on what happened to his parents.

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: Life.
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
 
Last edited:
-----PERSONAL-----

NAME: Angus O'Gee
RACE: Dwarf
AGE: 80
SEX: Male
APPEARANCE:
Height: 4'3" Weight: 250 lbs

O'Gee is extremely unclean and reeks, having never taken a shower since his retreat into the swamp after his parents were murder by a zealous witch doctor at a very young age. Underneath the rotting foliage robe is nothing more than a loincloth, and skin infected with mold and caked with various variety of mushrooms and Fungal rashes. His face is half hidden in a mighty beard tangled in vines and a deep brow, but what can be seen is rough and off color, with black mold caking old scars, and a gaping maw filled with sharp, worn down teeth.
EQUIPMENT: A ragged robe of rotting foliage, caked in mold and mushrooms, along with a gnarled, slimy staff created from the remains of a dead, waterlogged tree.
BLOODLINE: Arcana, of Liveria
BIOGRAPHY:
Angus lived a happy life, with a loving family and an idealic life, with a homestead next to the forest, perfect for both a Dwarven Lumberjack, and his son, a Fungal Mage in hiding. After Angus completed his duties in the homestead, he was allowed to wander in the forest, to play with the mushrooms and mold that he was greatly fond of. All was well, until an observant Witch Hunter began to see the fungi act in odd ways, and concluded that unregulated magic was at work.

The Witch Hunter tracked the clues down to the O'Gee homestead, and there he waited, scouting the homestead for any signs of magical activity, and sure enough, the carefree Angus flaunted his abilities to his parents, to show his proficiency with talent, and Angus' parents were impressed. Unfortunately, death was quick to follow.

Angus was awakened by the screams of his mother, and the sounds of struggle and pain were on the other side of the bedroom door, before the fight violently broke through it, invading Angus' eyes with his father's myriad of mortal wounds, that gushed with blood, a torrent of it splashing into the young man's face. His father's blood blinded the man temporarily, and scarred him permanently.

His mother's order to run caused Angus to sprint from the homestead mid-fight, and he ran, and ran, and ran, as deep into the forest as he can go, and deeper still, into the swamp. Angus hid in a cave for hours that night, and from that time forward, the swamp became his home and prison, for the witch doctor sowed fear so deep into his soul, that he wouldn't dare step out of it. Not for many decades, anyway.

Many people entered and exited the swamp. Some were witch hunters, looking for a rogue mage. One was The Witch Hunter, hoping to complete a job unfinished. Others were there merely to observe the ecosystem, aware only of myths of a deadly Swamp Witch that dwelled within, performing dark magic. These observations and the odd encounter were the only interactions Angus had for awhile, of which some ended peacefully, and others with Fungal corpses. Then there was the one expedition. The expedition that freed him from his swampy prison. The Free Holds expedition.

Intrigued by the legends and impressed by his talents, the expedition smuggled the Swamp Hermit out of Liveria, and into the Free Holds, where he worked as a special slave. One that tested and created poisons for his owners, to sell to those who desired it. Many years, this was life, until he got heed of a realm that welcomed magic users as equals, and not as tools or dangerous creatures. One known as Renalta.

Determined to reach this good land, Angus suffocated his masters with spores, and quickly left, using the forests and swamps to guide him to Renalta, while dodging and dispatching of the Forsaken of Rheinfeld.

Eventually, after a decade, he made his way there, and while Renalta has hit hard times, Angus was happy and at peace. He found a forest near the capital, and lived there, assisting wanderers with beneficial potions and attempts at wise advice, garbled up by ghoulish teeth. He was then told of an expedition by one known as Amora Mann, and eager to assist in his adventure, made his way to the capital, to apply.
-----OPTION: MAGIC----

MAGIC CONCEPT: Fungal Magic: Bending spores, molds, and mushrooms to his will, O'Gee has a variety of abilities under his will, ranging from strangling and hallucinating poisons, to direct control by way of sticky and slippery molds.
SPELL EXAMPLES:

1.) Moldy Hold: Cause mold to grow rapidly around the target, pinning them in place
2.) Toxic Spores: Release spores from the sleeves of the rotting cloak that emit a toxic stink, making the target very sick.
3.) Mushroom Mines: By plucking off a mushroom from his cloak and placing it on the ground, the mushroom rapidly multiplies, leaving behind a bed of mushrooms that release spores when stepped on.

STRENGTHS:

Slippery Fellow: Utterly coated in slime, its next to impossible to grapple Angus.
Forest Friend: With being in the wilderness for over half a century, Angus has been adopted by nature, and has learned the signs of where it is safe to travel, what is good to eat, and where he sits in that particular forest's hierarchy.
Poison Resistant: Angus has developed an immune system able to handle all but the most fatal poisons with minimal side effects, and possible benefits. Extremely lethal poison's effects are now only moderately lethal to him.

WEAKNESSES:
Reeks and Rank!: Angus' absolute lack of hygiene and his rotted, fungi encrusted robe make him practically noxious, and filled with horrible smells few people can tolerate without vomiting.
Swamp Outcast: Having fled to the swamp when a zealous witch hunter killed his family for harboring him, he has very little idea of how to communicate, and his own quirks make him hard to understand.
Crooked Maw: Angus' teeth are all worn down and broken, causing his speech to be slurred and at times unintelligible. His tongue being wounded by his broken teeth make speech even harder.
-----BACKEND-----
MOTIVATION: Angus simply appreciates the hospitality of Renalta to mages, and wants to pay back how he can.
GOALS: Once all things are over, Angus wants to return to living as a hermit who assists passers by how he can.
VALUES: He values nature and the good hearted. Angus wants to live a good, simple life, and that is all that he cares for.
ANATHEMAS: Those who desecrate nature and cruelly twist it to their will. He especially hates Witch Hunters, for the cruel judgment they exercise in mages like himself, along with those who use people for evil goals.

SIGNATURE: Ragenaut, ready to die!
 
NAME: Rahim, wanderer of the Longfang tribe
RACE: Human, mostly.
AGE: 19
SEX: Male
APPEARANCE: Rahim is a tall man, standing at 6'4 and weighing in at around 280 lbs. His build is like that of a brick shithouse, with the musculature and strength that can only be bred through a life of rigorous war and activity. His hair is a messy unkempt mane of shaggy brown, cut just below neck, and he sports a mess of similarly wild facial hair. His skin is tanned, with darker splotches that almost give off the appearance of being burnt. His eyes are green and deep, and his body is littered with the odd nick, burn, or scar. A ritualistic tattoo covers his back, shoulders, and neck; a warning to Amazonians that Rahim is a monster.

Rahim's transformed state is as one would expect of a Werewolf. His height becomes even more impressive, standing somewhere around 9-and-a-half feet, his weight more-than-doubles at around 650 lbs, and his bulk expands to the point of being terrifying. His brown hair becomes brown fur, which matts his entire body and his teeth and claws grow to become like small swords.

EQUIPMENT:
  • Rahim wears armours of leather-and-fur for the most part. It is light, and easy to replace, but only offers minimal protection from glancing blows.
  • Rahim's weapon of choice is a large two-handed maul. Rahim's training in other weapon types is moderate-at-best, and he uses the maul to exemplify his outstanding strength; his only real redeeming quality as a 'fair' warrior.
  • Rahim carries a very important artefact, an enchanted band that he ties around his arm. It is a sealing item, that stops him from transforming involuntarily. Taking it off is the first sign that Rahim intends to kill.
  • Since leaving the clan, Rahim has learned some of the more 'normal' traditions of society; specifically some of Rheinfeld and Renaltan custom. He wears simple garbs when out travelling; the sort of thing a peasant or labourer would wear.
BLOODLINE: The Amazonians don't really value bloodlines. His grandmother served as a Chieftain once, which is nice. His blood is however tainted with a monstrous curse, that of Lycanthropy

BIOGRAPHY: Rahim was born to a pair of Amazonians in the forest of his clan. His early existence was a simple enough affair, with nothing of particular note for the first decade of his life. He'd learned to fight young, and he'd killed his first Free Holder by the time he was eleven. It was a strange sensation for the over-young boy, but desperate wars inspire desperate acts.

His life was uneventful, until he was sixteen. By this point, the young Rahim had all but fully matured into the man he is today. He was tall, strong, and quick; even amongst his kin, and he'd earned many notches on his maul at that point in his skirmishes against the Free Holds. It was on a routine hunt for predators that he gained his cursed blood. A criminal from the Free Holds, already sick with the curse of Lycanthropy was atop one of his pack mates; an older girl that Rahim admitted once to having feelings for. The beast was feasting on the meat of her torn-out gut at this point, and Rahim was suddenly caught in the unusual grasp of fear that came so rarely to the Amazonians. When he was reeling backwards, caught in indecision, the beast heard the snapping of a twig and turned to face him. Rahim knew he could not outrun the beast, and so raised his maul to fight and to die. It would be an empty death, but he would try and make it a good one.

Of course, he did not die that day. He was a strong fighter, even then, and he won with the help of a distraction. The dead girl was perhaps not yet so dead, as she threw a javalin into the beast's back as it clamped its jaws around Rahim's shoulder. The surge of adrenaline had him throw the creature off of him, and he caved in the beast's skull with half-a-dozen blows of his maul. When the red mist died down, and when the burning pain in his shoulder started up, he collapsed. He awoke amongst his tribe, in the tent of the Longtooth's shaman.

His tribe saw what he had become, and they saw that he had fought to honour a fellow clansman. They willingly accepted him, curse and all, but the now-cursed Rahim insisted on a mark. He asked the Shaman to craft him a way to control the monster, and he asked an elf to tattoo him, a brand that would warn others of the monster he could be.

Years went by, and the story of the beast that hunted Freeholders in the forests circulated around the harsh Slavemasters. Stories of an Amazonian-leashed monster, like the stories from before the fall, had Slavers whisper twice about the profit of seeking their foes in the Longtooth clan's forest home. Still, even as he led a life of perpetual hunting, Rahim knew that the war was not a war they could win. To the Amazons, this was all-consuming life, but to the Free Holds this was just a petty, uncontrolled rebellion. They needed a way to break the inevitable cycle of non-success, and so Rahim left the forest, intending to find a solution. It was on this journey, outside of the forest, that he heard of the stories surrounding Amora Mann, and the legends of the Mage-Princess who wounded an Angel. If any people could find a way to turn the war in the tide of his people, it would be people found in this group.


SKILLS/TALENTS:
Rahim is a monster, in both a literal sense and as a melee combatant. His role is to hit things, and occasionally he can track things. If things get more dangerous, he can unleash the literal beast, but with that comes certain risk.

STRENGTHS:
  • Might makes Right - Rahim is not the most skillful fighter, nor is he the most talented fighter. He is, however, probably the strongest fighter. When it comes to hitting things, he hits them very hard. His maul is heavy, and his hit is heavier; caving in bone, brick, or metal if he gets a solid hit.
  • Beast Mode, Activate! - In dangerous situations, Rahim is willing to remove the limiting magical armlet that stops him from becoming the Werebeast. On the occasion he does this, he can transform into a Werewolf; a very real and very potent monster. Doing so presents severe problems however, and is not his first port of call.
  • Cursed Blood - Rahim's monstrous curse has some implications outside of his ability to become a giant murder-puppy. He shrugs off wounds that others might be stopped by, and can regenerate in minutes what would take others hours. His stamina is also more impressive than most, which is nice considering the curse's other 'gifts'.
WEAKNESSES:
  • Uneducated, Uncivilised, Unusual - Rahim's not exactly a smart man. His formal education includes how to stab people who are bad, how to hunt things that are tasty, and what plants can't be eaten. Ask him to do math, or construct a plan, or read a book, and he'll just look at you with confusion. Add to that his hulking size and his unusual appearance and he probably isn't passing for a Rheinfelder peasant either.
  • Beast Mode, deactivate!...Please? - Rahim's monstrous side is not easily controlled. He can control it to a certain extent, but then if he takes excessive damage or if he is extremely angry then he might give in to the animalistic rage that hungers for the blood of everything and anything. Certain emotive links have been shown to reduce the likelihood of a full-on meltdown. With moments of passion, or friendship, or even love, he might be able to curb the curse's hunger...might.
  • The Curse of the Blood - Even if the curse offers some strange additional benefits to Rahim, it offers a myriad of negative effects as well. He is allergic to silver, certain plants and poisons are extra effective on him, and he can only eat meat.

SECTION THREE - CLOSING POINTS


MOTIVATION:
Rahim is a motivated by his desire to end the stalemate of his homeland. He wants to crush the Free Holds hand that chokes out his people's freedom, and he sees the Princess and, to a lesser extent, Amora as a chance to forge an alliance that might end the Amazonian isolation.
GOALS: Rahim seeks the power to unify his people and end the Free Holds. He is a simple man otherwise, and the stories he's heard of the Renaltan land that would accept his people's beliefs and even him are enough to encourage him to help out the cause to find and rescue the Angel-wounding Mage-Princess.
VALUES: Rahim values strength, honour, and freedom above most anything. He respects his people's views on authority and spiritualism, and doesn't really understand a lot of the hatred people have for mages. They are convenient. Convenient is good.
ANATHEMAS: Rahim's anathemas are those of his people. He hates limitations of freedom, and he hates the idea of limiting someone's ability to be themselves. This obviously puts him in contention with Liverians to a certain extent, but more importantly it puts him diametrically - and murderously - opposed to the Free Holder perspective.
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 [tbc]


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

Amora Mann - Ex-Liverian Noble
"You lead such a mixed group, but you seem so cold and unreachable. How odd." (Confused, Respectful. Does not understand how Amora functions on any level except that he does.)​
Marcus Luke Crawford - Renaltan Ex-Royal guard
"Your sword arm looks strong, even compared to mine! I would like to fight you some time." (Excited, Respectful. Sees Marcus as an excellent test of his own strength and sees the lack of judgement in his eyes.)​
Emilia Lang Lehmann - Rheinfelder Assassin-and-Postergirl
"You move very quietly, like a large Cat at work. What do you look at me so much for?" (Confused, interested. Sees Emilia as an unusual contrast between his homeland's women and the women he normally sees outside of the Free-Hold/Amazonian War.)​
Noelle Touchard - Mage Collective's walking magical Bulwark
"Teach me about how your magic works. I would like to understand it more." (Respectful, Interested. Appreciates Noelle's obvious strength and femininity. It offers him reminders of home.)​
Anthony Bulgarelli - Free Holds' Dwarven Gunsmith
"Δώσε μου ένα λόγο... Θα σας δείξω ένα τέρας (Give me a reason... and I will show you a monster)" (Obvious Distrust and loathing. He sees Anthony as a liability and as a threat, and only resists the urge to murder him on the basis of the mission.)​

Coming Soon...ish

Minor note - I've no confirmation that having a second character would work, nor do I even have any idea as to whether I'll be playing Rahim if multiple characters are allowed. This is mostly a thought-experiment and a bit of personal fan-service.
[/spoiler]
 
Last edited:
NAME: Barrett Ironforge
RACE: Dwarf
AGE: 33
SEX: Male

APPEARANCE: He’s on the taller side for dwarves, standing a full 4’7, and though his body is normally covered by armor, when in casual clothes one can see that he has a musculature to match his rigorous training. His hair is blonde, kept short and naturally swooping up and to the left, while his beard is traditionally long. His eyes are a deep blue, accentuated by the tan coarseness of his skin. He's of relative dwarven stockiness, about 200 lbs in full armor, closer to 175 lbs out of armor.
View attachment 1700

EQUIPMENT: He’s dressed in full dwarven plate armor. No helmet as he never saw the point in obscuring his vision just for more protection. His reinforced steel shield has Liveria’s national symbol. His favorite weapon is his battle axe, which he wields in tandem with the shield, though he keeps a Warhammer on hand in case blunt force is necessary. What people never see until it’s too late is the hidden blade he had forged into his right gauntlet for assassinations

BLOODLINE: Liverian Witch Hunter/War Veteran

BIOGRAPHY: Barrett was born a peasant in Liveria and was only a child when the civil war between Liveria and Renalta broke out. Instilled with a firm patriotic belief in his nation, he signed on to serve in the army when he was old enough and fought in the civil war for nearly a decade. The early years were relatively quiet, a few skirmishes here and there, allowing Barrett to hone his natural fighting ability. After the Archduke or Renalta's death though, the fighting grew more intense and Barrett saw friends he'd known for years cut down without mercy. He rose to the challenge and saved many a Liverian life in the sieges, but the losses hardened his heart, making it difficult for many to grow close to the dwarf when the fighting was done.

After the war, a 23-year-old Barrett was recruited into the Liverian Witch Hunters for his tenacity, patriotism, and loyalty to the cause. He took to his training in espionage quite well. Despite his gruff nature, he has a very amiable personality. This makes people want to talk to him, thus making attaining information much easier for him. It also helped that he looked like a soldier, not a spy. It decreased his suspicion.

After 10 years and a very successful early career in the Witch Hunters, Barrett was called before the crown prince of Liveria and given a crucial task. A rumor had spread that a former noble of Liveria, one Amora Mann, was openly declaring that he is recruiting a mercenary band to find the lost princess of Renalta. Barrett’s mission was to join this mercenary band and use his mage hunting skills to help find the princess, as a show of Liveria’s good faith and wish to make true peace with Renalta. This was merely a cover however, his true reasons for being asked to join this adventure are far more ambiguous.

----OPTION: MUNDANE----

SKILLS/TALENTS:

Living Tank –
Barrett’s early life in the military taught him a very valuable lesson. Be able to take a hit from your enemies and hit them back even harder. Combining his heavy armor with his dwarven adrenaline for blood, he can dive into the fray, cutting enemies to ribbons, and stay a dominant force on the battlefield for hours at a time.

Casual Spy –
His amiable nature makes him approachable, and his soldier background steers suspicion away from the thought that he might be a spy. This leads people to be more open with Barrett, allowing him to ascertain pertinent information much more easily than other Witch Hunters.

Mage Killer –
His specialized training in the Witch Hunters has helped him become adept at hunting down mages. His armor and shield have been custom forged to resist magic, so that a head on attack will be more likely to turn in his favor. Though he prefers the more silent approach. He gains their trust, or catches them by surprise, and ends their life quickly with a strike from his hidden blade.

STRENGTHS:

Loyalty –
He’s been in service to his country since he was a teenager. Anyone who shares his devotion to Liveria will have earned a comrade for life.

Empathetic –
He’s lost much in his brief time on this world. As such he’s grown adept at helping others cope with loss. He’s an excellent shoulder to cry on if one ever needs sympathy.

Strength –
Those muscles aren’t just for show. A superior officer once said that Barrett had the ‘strength of an Ox’. If you ever need help with something heavy, he’s the man to come to.

WEAKNESSES:

Shrewd and Cold –
if there’s an aspect of your character that he doesn’t find acceptable or worth his time, prepare to receive the silent treatment. Barrett has no time for fools.

Graceless –
He is a dwarf after all. His short and stocky body isn’t very dexterous. Ask him to perform a nimble feat and he’ll more often make an ass of himself.

Magic Discrimination –
being a Witch Hunter, his disdain for magic runs deep within him. Mages beware, you shall not have a good time conversing with Barrett.

-----BACKEND-----

MOTIVATION: Barrett is here because it was asked of him by his prince. The events that transpire on this adventure have the potential to alter the world’s course forever, and he would gladly lay down his life to ensure the world turns in Liveria’s favor.

GOALS: Barrett is a soldier, first and foremost. His life has been dedicated to serving his country, and he shall continue to do so until his dying breath.

VALUES: He respect’s loyalty to a person’s country, whether it be Liveria or a foreign area. A good fighter will always earn a nod of approval. Cunning is also a trait he holds value in, the smart survive, and the stupid get themselves killed.

ANATHEMAS: Magic first and foremost, all mages will earn the stink eye from him. Poor liars are quick to be cut down by his blade, or if they’re an ally, receive a verbal tongue lashing. Traitors are high on his list of things he despises and finally the ignorant can go rot.

SIGNATURE: I, jrusso20, sacrifice this character as tribute
 
Last edited:
So, instead of reviewing character sheets, I worked on two things: Adding the Pre-Cataclysm history, and NPC Opinions for fun. Wheee~

PRE-CATACLYSM

The Timeline sheet now has the Pre-Cataclysm history. Neato, eh'? I'll add it below in a spoiler as well so you can read it on STC if you prefer that to Google Docs.

PRE-CATACLYSM (-1 AC and further backward)

The Pre-Cataclysm world of Renalta is bleak and often shrouded in myth, with only a few certain truths to pierce through the veil of that myth. The further back one goes, the more mythological it becomes in nature. The founding of the world is a complete mystery. Some say it was “painted into existence” by a bored God. Others say that two forces of the universe--Fate, and Destiny, representing Order and Chaos each respectively--weaved the world as a natural consequence of existence. Some further still believe that the world simply came to exist as the result of a coincidence of magic, and that the more one tries to understand it, the more unhinged they will become.

Regardless of how the world was founded, it is agreed upon that it is a relatively young world. Mankind was once the only mortal race, and it lived in petty tribes and caves, hiding from the monstrosities that dominated the world. “Monstrosities” is the term given for those entities which are generally powerful, and long lived if not outright immortal--such as dragons, and liches. Such creatures were generally craven, self-oriented, and without compassion and empathy for any of what they considered to be “lesser race” of which mankind was among that number. Those few humans who were the pinnacle of strength or intelligence for their kind were sometimes elevated to the status of pets, or slaves--and little more.

Nonetheless, being even remotely tolerated by a lich, or a dragon, has its benefits. Being able to absorb its knowledge, and learn of its few weaknesses, and curry its trust via underestimation was how humanity learned how to wield fire, and shape metal into weapons and armour worthy of song and legend. For, while cattle graze and seek nothing more, and dogs are happy to live and die a loyal life, men are ambitious and seek evermore the curious and greedy things of the world.

Humanity organized itself, and overthrew a few monstrosities from their local domains. From these domains were carved the first regions of man, which later became known as the Northern, Central, and Southern territories. In each of these territories, local lords were born, who had stolen their knowledge of reading and writing, and strategy, and so forth, from their momentary masters. In doing so, they were able to lead the uneducated and dimwitted peasants, who would otherwise still live in caves and fear. While the North and South struggled with immense and unsustainable casualties, the Central territories were largely spared by their sacrifices, and flourished.

From this, the first empire was born--The Imperium, and from it, its central tenant: “The Dream of Empire.” For never before had an empire of man been forged, but long was it ever dreamed of before men could even express it in language.

The Imperium was a rather simplistic but effective organization. It was a military faction that unified the soldiers and resources of independent and small regions into a larger, cohesive force--one that could challenge dragons, liches, and other magic creatures even in spite of humanity’s own lack of magic. In exchange for this, local lords would continue to run the laws and taxation of their own realms--they merely needed to provide manpower when asked, and to obey Imperial authority for the greater good. The central territories unified under this rapidly and without dissent.

The northern territories, as myth would have it, unified with the Imperium after the Amazons met with the Imperial leadership. They joined under the guarantee that their local culture would be preserved and respected, and as such, “The Dream of Empire” was changed: It became both an ideology of preservation of culture, and a long-term wartime doctrine to carve a place in the world for mankind.

The southern territories, however, resisted. They had mixed views about the whole thing, and distrusted the central territories and the northern territories. They were eventually conquered by The Imperium, and though they rebelled a few times, they were always put down.

The Imperium ruled for three hundred uninterrupted years, with a fluctuating population that never managed to grow past fifty million. Every time they began to become a sincere and genuine threat to monsters outside its borders, the monstrosities would start to work together to cull large swathes of humanity, then return to their own domains to bicker in petty ways over their own concepts of superiority. Three hundred years of endless war, and millions of deaths, left The Imperium desperate to finally gain an advantage. That came with the birth of a woman known as Amanda Lochley, who was born with an innate talent to use magic. It was weak, but it was something. That, however, would lead to unintended consequences...

NPC OPINIONS
This is a tradition of mine, and I figured I'd keep doing it since a lot of my veteran players tend to be a fan of it. These are "what if" first impressions--a writer's exercise to "map out" what potential interactions characters might have with one another.
Laurenz Eckhart (Axl): "A Rheinfelder with a gun! What strange times we live in." (Feigned interest: Looks at Laurenz mostly as a useful employee, and little more.)

Bakar Ibaiguren (Drakel): "You're a rather grotesque thing, with the sorts of talents necessary to deal with men in dark places. I'd welcome your services, for a time... Until I get what I want back from the men who took it from me, then I want nothing to do with you." (Strongly mixed feelings: Racially distrusts him, but sees usefulness in his skills and abilities.)

Sisera De Platine, 3rd Steward of Renalta (Slade): "I have my doubts as to whether you're the real article and not a raving lunatic, but my uncle says otherwise about you, as does Noelle. Nonetheless, regardless of identity, you have a useful sort of magic for snuffing out lives in the dark--something we might need, as grim as that may sound." (Skeptical: Sisera has some tall claims to his name.)

Alice Émeline Moineau, of the venerable house of Moineau (LimeyPanda): "I loved my country more than you will ever know, or understand... And yet, you will see that light coloured by the same poison that wilts our beautiful nation." (Pity: Sees Alice as being in the place he was in ten years prior.)

Esther Stroud (glmstr): "People will underestimate your magical talent thanks to your childish exterior. That being said, if your parents let you go this far from home on a dangerous quest, it's good to know that nobody will miss you should you perish. That's one less life on my conscience." (Amused: Sees her as useful to the cause, but oblivious in the grand scheme of things.)

Derebald Barson (Gwazi Magnum): "You seek knowledge and history, I seek the future and to repair a void. Somehow, our goals overlap in quite an appreciable way." (Warm: Sees Derebold as a potential font of information, and problem solver.)

Aeri (Becca): "It was my uncle that insisted on allowing you on this venture. I do not know why he seems so intent on having you kill yourself with your own foolishness, nor why you seem so intent on it, but at least the sincerity shines through." (Skeptical: An uncivilized wild woman doesn't inspire confidence in him, leave alone an obvious mage.)

Tybalt Mach'Llarys (Jade Coffee): "You have the useful talents of a labourer, but more importantly, you enhance others around you to perform at their best. That's definitely something we will need in the coming days." (Warm: Sees Tybalt as a flexible, useful patriot.)

Ivo Chastain (Luxin): "Another member of the Mage Collective?... And, with a magical spear, no less? How... Disquieting. I suppose others would say that about me, though, so, let's see how you handle that weapon." (Reserved: Initial impressions don't reveal much to him.)

Charlotte (Holmishire): "You're just a few steps off from being a witch hunter, without believing that all magic is inherently evil. You are what my countrymen should aspire to be." (Camaraderie: Believes his talents and her talents will mesh well together, and their world views aren't too far off from one another.)

Rosvita (Lialore): "A war veteran, who looks... Far too soured by war for my liking. You should be at home, preparing the next generation... Not on the front line." (Mixed feelings: He's mildly sexist due to upbringing, but does recognize her talents for war in spite of how he may feel about it.)

Joel (Ouverture): "Every group of fairy tale adventurers needs a cook. Congratulations." (Dismissive: Mostly hired him as an entertainer and little more.)

Dean Hansen (Orion): "You wish to prove yourself and retrieve the princess of old? Good. I like men of aspiration, you will do well here." (Warm: Likes Dean's attitude, thinks his skills are simple but obviously competent.)

Tycho Merax (Grothnor): "Frightening. Efficient. A fellow practitioner of medicine, though perhaps with ethics more dubious than my own... A mirror, to reflect in, and a set of skills to depend on." (Warm: Appreciates having another healer around, though is mildly concerned due to where Tycho comes from.)

Angus O'Gee (Ragenaut): "You are a hideous blot on society, and an exceptionally poor liar if you think that I will believe anything of your tall tale." (Hostile: Strongly dislikes Angus due to his poor health, diseases, and backstory that violates what Amora knows of his homeland.)

Rahim, wanderer of the Longfang tribe (LimeyPanda): "A werewolf who barely manages to retain control... I should stay on your good side, and then, perhaps, help you find a cure should you wish for it." (Sympathetic: Sees Rahim as a patient in need of healing.)

Barrett Ironforge: "You are a useful ally, but you follow utter fools." (Tolerate: He sees Barrett's usefulness, but doesn't hold hope for his enlightenment.)

Amora Mann: "I have no time for this nonsense." (Has no strong opinion about himself, as he is a man of passionate ambition, striving toward his goals.)

Emilia Lang Lehmann: "You would probably serve your nation better on a street corner, but I will not let your talents go to waste." (Sexism: Dislikes Emilia's casually sexual attitude and behaviour, though he can overlook it.)

Marcus Luke Crawford: "You are a killing machine that does everything he can to never kill. That is a walking irony right there, but a useful and even perhaps admirable one." (Warm: Looks at Marcus as a person of high ethical standing.)

Noelle Touchard: "There is a lot about you that I don't understand and which I would be wise not to trust at first glance. That being said, I think you are far more sincere than most when you say that you want to help the princess." (Mixed feelings: Thinks Noelle is lying about aspects of her past, but also thinks she genuinely wants to help.)

Anthony Bulgarelli: "Thankfully, you seem to be the type of Free Holder that understands that short term sacrifices are worth it for long term gains. You won't betray me just for a higher pay, or a bribe--and your inventiveness will serve us well..." (Feigned interest: Has little in common with this man, sees him only in the light as a useful participant.)
Laurenz Eckhart (Axl): "Ooh~ You've got a big stick there, huh? Weird, though, I wonder how you got it... Maybe you could whisper it in my ear sometime." (Suspicious: Doesn't buy the idea of a Rheinfelder getting his hands on several firearms without something fishy going on.)

Bakar Ibaiguren (Drakel): "Ack! Ein schrecklicher Parasit! Fass mich nicht an! (Ack! A terrible parasite! Do not touch me!)" (Frightened: Looks at the creature as something out of her worst nightmares.)

Sisera De Platine, 3rd Steward of Renalta (Slade): "Sooo... You choke people to death with moody clouds? That is "your thing" as a mage? God, with the way you seem so intent on the Princess, maybe you need another woman to distract you..." (Pity: Sees Sisera as a broken man who needs a woman's touch.)

Alice Émeline Moineau, of the venerable house of Moineau (LimeyPanda): "Aw, cute! You think your nobility matters at all! Wenn der Krieg vorbei ist und Rheinfeld wieder aufgebaut ist, wird die neue Welt, in der wir leben werden, keinen Platz mehr für dich haben. (When the war is over, the new world in which we will live will have no room for you.)" (Mixed feelings: Dislikes haughty nobility, but could possibly see camaraderie in the struggles of a noblewoman in Liveria in the right context.)

Esther Stroud (glmstr): "Oh! You are... Ah... Wow." (Speechless.)

Derebald Barson (Gwazi Magnum): "So many words and books, what does it even matter anyway? Since when has a book ever stopped a sword? Since when has knowledge ever trumped war? I never know how to feel about people like you--people who are clearly far more advantaged than I." (Confused: Isn't sure where to place an educated war-free man in her mind.)

Aeri (Becca): "You are cute! I would be careful, though... This world of men is full of wolves who would love a sheep like you." (Protective: Wants to help Aeri understand the civilized world.)

Tybalt Mach'Llarys (Jade Coffee): "You are also cute!... In a different way, hah! Ah... If only I lived a different life, where I could have been cute too. Then maybe... Ah... It is not worth the thought. Glaube verwaltet. (Faith manages.)" (Admires: Likes the productive man, who uses his magic to build rather than destroy.)

Ivo Chastain (Luxin): "Wow! You are quite athletic. I wonder if anyone has ever told you how charming your eyes look! Just let me know and I would be happy to help you polish your spear sometime." (Flirty: Views Ivo as yet another warrior, possibly in need of stress relief.)

Charlotte (Holmishire): "Birds of a feather, fly together... Except that you are a dove, and I am a hawk." (Uncertain: Would need to get to know Charlotte before determining a full opinion.)

Rosvita (Lialore): "The storyteller in your family, I remember him. He was a good and kind man, and together, I think, we shall honour his memory by making this world a better place." (Camaraderie: They are both children of eternal war.)

Joel (Ouverture): "Such wondrous songs you sing, of beautiful women and magnificent legend. I wonder if, one day, that voice will sing sweetly of me. I wonder how it would sound were I to be showing you my singing voice... Aha! Then again, you do seem rather boring." (Flirty, dismissive: Would probably toy with the bard's feelings and try to evoke heroism out of him, then reward him for it if he did.)

Dean Hansen (Orion): "A strapping young man with dreams in his heart and patriotism on his lips. I have seen many men like you, comforted more than a few... None of them came home again." (Melancholic: Might flirt with him, but might just as easily give him a sad smile or two when he speaks of his dreams and ideals.)

Tycho Merax (Grothnor): "I have not a single doubt that your medical knowledge served many a soldier on the front line, and I thank you. Ich traue dir immer noch nicht. (I still do not trust you.)" (Suspicious: Inherently distrustful of Free Holders.)

Angus O'Gee (Ragenaut): "You are a sorry excuse of a living thing." (Disgusted: He is literally made of mold.)

Rahim, wanderer of the Longfang tribe (LimeyPanda): "Big, strong, handsome, wolfish. The kind of man I would go for, were I not afraid that fun would turn to violence and pain." (Intimidated: Rahim's status as a werewolf is concerning for her, in spite of her attraction.)

Barrett Ironforge: "Big, strong arms, and a healthy fear of the unknown, and a patriot on top of all of that. I could get used to that." (Warm: Thinks of Barrett's loyalties highly.)

Amora Mann: "I know you do not trust me, but, do not fret! You will soon see that I am one of your best allies! I know what happened to your family, I will help you with your son one day, I promise." (Sympathetic: Has no family, and understands a man with a family motive.)

Emilia Lang Lehmann: "Broken, beaten, spat on, bloodied, and lost many a lover... But I am still here, and one day, I will make this world a better place with God at my back." (Faith manages.)

Marcus Luke Crawford: "A handsome brick. I feel sorry for any woman that tries to go after him, sheesh!" (Annoyed: Rebuffed in the past.)

Noelle Touchard: "You try far too hard to be wife material, when your whole life makes that a distinct impossibility." (Jealous: Knows that Noelle draws more looks than she does.)

Anthony Bulgarelli: "If it served you well, you would shoot any one of us in the back with a smile. I know how you work, Free Holder, I have killed a few you before. Ich weiß, dass Sie Waffen an Sklavenhändler verkauft haben. (I know you sold weapons to slave traders.)"
Laurenz Eckhart (Axl): "A deadly, Renaltan weapon is in your hands... Somehow. I suppose if it helps you, it is none of my business." (Neutral: Strictly coworkers.)

Bakar Ibaiguren (Drakel): "It matters not to me what you are, merely that you wish to do right. Such is the Renaltan way of life. So long as you do nothing to harm the princess, I think we will get along fine." (Neutral: Strictly coworkers.)

Sisera De Platine, 3rd Steward of Renalta (Slade): "You were the one to help raise the princess from her youth?! I... I have so many questions!" (Awestruck: Sisera lived the life that Marcus can only dream of.)

Alice Émeline Moineau, of the venerable house of Moineau (LimeyPanda): "You are skilled with a blade and have the tongue of a noble. I wonder, then, if the war were to be begin again, would you show compassion as I did to your people, or would you be merciless as most of your kin were to me, Liverian?" (Evaluating, Scarred: He is curious about Alice's skill in combat, and how she approaches it. Being that she's a Liverian, he does not know whether to view her as kin, or an enemy lying in wait for a second strike.)

Esther Stroud (glmstr): "There is no way that you of all people came from the Free Holds. You are full of shit." (Skeptical: Doubts every word of Esther's claims of Free Holder origin.)

Derebald Barson (Gwazi Magnum): "I wonder, bookworm, did you ever bother to learn the art of war among your many novel choices?" (Skeptical: Doesn't see the use of a librarian in a battlefield.)

Aeri (Becca): "You grew up in the middle of nowhere, raised with animals? What sort of fairy tale did you step out of?" (Baffled, amused: Thinks Aeri would fit in well among school children learning how to read.)

Tybalt Mach'Llarys (Jade Coffee): "So you make other people better in order to save you from your own incapacity to help yourself. Got it. Stay behind me." (Mixed feelings: Dislikes that Tybalt does not stand on his own, but appreciates the assistance.)

Ivo Chastain (Luxin): "From one warrior to another... Swords beat spears." (Friendly rivalry: Sees a potentially equal sparring partner of a vastly different kind of combat technique to his own.)

Charlotte (Holmishire): "I wonder... If you were commanded, how many of my countrymen would you kill in cold blood before you got sick of it?" (Cautious: Remembers the Liverian-Renaltan civil war, and sees all Liverians in this initially cautious light.)

Rosvita (Lialore): "Another warrior, who has seen horror and spat in its face. Whatever Amora may think in his ivory tower, I see you as my equal and nothing less." (Camaraderie: War veterans.)

Joel (Ouverture): "I will teach you how to use a sword, lest you trip on one." (Mentoring: Seeks to teach Joel self-defense.)

Dean Hansen (Orion): "Another young man thrown to the front line! I will teach you, as I would the bard." (Mentoring: Seeks to teach Dean about warfare.)

Tycho Merax (Grothnor): "A healer... Unfortunate for you, magic does not affect me as much as it might others. You will need to stick largely to bandages and the like." (Neutral: Coworkers, and little else, pretty much.)

Angus O'Gee (Ragenaut): "You need a doctor, not an adventure." (Disturbed: Angus is sick.)

Rahim, wanderer of the Longfang tribe (LimeyPanda): "It is your heart that matters. So long as you remain yourself, I will see you as a warrior, not as a beast." (Sympathy: Rahim is cursed and probably feared by many people.)

Barrett Ironforge: "You are exactly the type of man I once spared in the hopes that you could be reasoned with. Instead, I have the blood of two innocent souls on my hands. I wonder, Liverian, if the cry of a child in the night would be enough to warm your icy heart, or if you would be forever possessed with the childish notion of control your superiors cling to in trying to eliminate mages." (Dislike: Sees Barrett as everything wrong with Liveria in a nutshell.)

Amora Mann: "You are searching for something beyond the princess, aren't you? Ah, none of my business--it coincides with my goals, so that makes us mutual allies this time. I wonder if the ghosts of the men you killed would be comforted by that... Liverian." (Distrust: Is only on the adventure due to his loyalty to the princess--not for any particular love of this man.)

Emilia Lang Lehmann: "You are in over your head. Go home." (Dismissive: Does not view the small assassin girl as capable of surviving a battlefield.)

Marcus Luke Crawford: "I live and die by the sword, and serve the royalty with my life. All else... Does not matter. Not the ghosts in my mind, nor the unmarked graves of my comrades. Not right now." (Focused on duty and little else.)

Noelle Touchard: "You are a capable warrior, even though you use magic to make up for certain lacking skills." (Neutral: Knows little about this person, and as such, is neutral.)

Anthony Bulgarelli: "First the Rheinfelder, and now you. Just how many intend to steal Renaltan military equipment?" (Disgruntled: Dislikes seeing Renaltan military technology in the hands of a Free Holder.)
Laurenz Eckhart (Axl): "You have endured great pain, and survived. You have made great sacrifices, and survived. And yet, in this world, at this time... That makes you the status quo. A shame." (Pity: Sees Eckhart as just another broken man in a world of broken men.)

Bakar Ibaiguren (Drakel): "Ah, a parasitoid species. Do you seek to rise above your nature, or embrace it in some foolish belief that you can earn yourself a mate? I know your tricks, and your magic. Try to subvert anyone here with it, and I will be forced to act to defend them." (Distrust: Tries to be polite around the lizardman, but ultimately distrusts him.)

Sisera De Platine, 3rd Steward of Renalta (Slade): "You were a broken soul. Then the Mage Collective found you, and fixed you. I know what you speak of as truth, and though you may not remember me, I remember you." (Sympathy, Suspicion: Wishes to help Sisera get better, but also believes that a certain part of him may be fundamentally broken.)

Alice Émeline Moineau, of the venerable house of Moineau (LimeyPanda): "You throw yourself onto the front line much like I do, but against opponents typically larger than yourself. You will need help." (Protective: Will try to defend from harm.)

Esther Stroud (glmstr): "You are a strange creature. I will see to trying to catalog your powers for the Mage Collective, but, other than that, you really should not exist." (Baffled: Does not understand how a Free Holder acts this way.)

Derebald Barson (Gwazi Magnum): "I admire a man who uses his mind and refines it with books of knowledge. I would be glad to share what I know with you another time, as well as catalog your particular style of magic." (Appreciative: Both of them are book worms.)

Aeri (Becca): "You must not have developed your magic safely. It is worth cataloging, and then... I guess we could be... Friends?" (Gentle: Sees Aeri as an oversized child.)

Tybalt Mach'Llarys (Jade Coffee): "You take an architect's magic to a battlefield? What a strange, but useful idea. Use your powers to aid others, however, I need it not nor would it aid me all that greatly." (Camaraderie: Mages, both choosing paths of support.)

Ivo Chastain (Luxin): "I remember you as well. You trained with the spellswords at the Mage Collective and specialized into a spea--hey, wait... That spear..." (Curious: Wants to analyze Ivo's magical artifact, and collect it for the Mage Collective.)

Charlotte (Holmishire): "All that lies between you and death is one misplaced arrow. I will try to ensure that arrow never reaches you." (Protective: Will try to defend from harm.)

Rosvita (Lialore): "Your family forged magical artifacts? That is a difficult endeavour. I shall see fit to meeting your family when this is over, so that I might understand their talents better." (Curious: Forging magical equipment is something that draws her attention. Would also want to examine her artifact, and at some point, deliver it to the Mage's Collective.)

Joel (Ouverture): "I am not certain you truly understand the depths you are throwing yourself into, but, I cannot stop you. I will try to protect you, as I will try to protect everyone else." (Protective: Will try to defend from harm.)

Dean Hansen (Orion): "You are brave to run to the front line like this, but bravery has doomed many men before you. I will try to ensure you remain standing by the end of this." (Protective: Will try to defend from harm.)

Tycho Merax (Grothnor): "A healer who mends the sick and the needy is always welcome in my company." (Camaraderie: Believes she can possibly recruit him into the Mage Collective.)

Angus O'Gee (Ragenaut): "..." (Stunned: She has never seen someone as obviously incapable of adventure as this one before.)

Rahim, wanderer of the Longfang tribe (LimeyPanda): "Magic is all that keeps you from the edge of a howling abyss. You should investigate it further, and find a cure for your disease." (Concerned: Doesn't trust a lycanthrope to remain in control forever.)

Barrett Ironforge: "You shun knowledge in favour of ignorance. Some might feel rage at that. I feel merely pity." (Pity: Reasons should be obvious, right?)

Amora Mann: "You are a means to an end." (Neutral: No strong opinion.)

Emilia Lang Lehmann: "Everyone will underestimate you, but not I. I know what you've done to mages who have underestimated you. I will not make that mistake." (Concern: Knows that Emilia has assassinated mages before, possibly even a couple among the Mage Collective.)

Marcus Luke Crawford: "You are a large brute with a heart of gold. I will try to keep you alive as long as I can." (Protective: Will try to defend from harm.)

Noelle Touchard: "The Mage Collective deserves a safe home once more. I will give that to them." (Duty.)

Anthony Bulgarelli: "A dwarf of a million tricks... One might wonder how often you've used them to hurt innocent people." (Distrusts.)
Laurenz Eckhart (Axl): "Fellow user of guns, huh? Must have cost you a pretty penny get your hands on those, Rheinfelder." (Amused: Not used to seeing a Rheinfelder with a gun.)

Bakar Ibaiguren (Drakel): "Look I don't give a shit what you look like or what you do in your own personal time, just keep your damn perversions to yourself, would you?" (Irritable: Sees Baker as little more than a coworker, and one to keep at the length of his barrel.)

Sisera De Platine, 3rd Steward of Renalta (Slade): "Oh. Great. We brought a raving lunatic to the adventure. Just what we needed, a man who thinks that his feelings matter." (Dismissive: Sees Sisera as little more than a threat to their own ability to survive.)

Alice Émeline Moineau, of the venerable house of Moineau (LimeyPanda): "Well now... Ain't every day you see a woman capable of killing you where you stand. Pleased to meet you, you'd do well in the Free Holds." (Respect: Admires power.)

Esther Stroud (glmstr): "You know, if I were your parents, I think I'd dispose of the garbage a little more efficiently than a suicide mission." (Dismissive: Doesn't see Esther's happy-go-lucky attitude as evidence of her incompetence, so much as the competence of her parents in keeping her alive this long.)

Derebald Barson (Gwazi Magnum): "The man with knowledge holds great power, if he also has the cunning to manipulate people with it, or the savagery to molest men of great power and take their place. I suspect you capable of neither, but that doesn't mean you're useless." (Coworker: Sees Derebald as a potentially useful servant, by Free Holder standards.)

Aeri (Becca): "... Never go to the Free Holds, or when next I see you, you will be closer to the animals than you would have ever desired." (Dismissive: Finds Aeri's ignorance of civilization to be little more than entertaining at best.)

Tybalt Mach'Llarys (Jade Coffee): "The man behind the curtain is all the more powerful than the man on the throne. You have potential..." (Admires: Thinks Tybalt has only lived this long through cunning and manipulating others.)

Ivo Chastain (Luxin): "You are a boy with a toy. The only thing left to see is who is worth the respect: The boy, or the toy." (Tepid: Is waiting to see Ivo in combat before making a final judgement call.)

Charlotte (Holmishire): "Quiet, simple, efficient. A good assassin, or... A good whore. I take you more for the former than the latter." (Respect: Likes a simple but efficient arsenal. This could easily turn to derision if she turns out to be more optimistic than he'd like.)

Rosvita (Lialore): "War, war, war... It is all you know. A useful foot soldier, but little else. Your idea of peace is idiotic, and unachievable... End this civil war, and you will have Renalta, Liveria, and the Free Holds all staring at your dilapidated state. You should use your strength better than this." (Disappointed: Thinks Rosvita wastes her potential.)

Joel (Ouverture): "... Pray that if you should ever wind up in the Free Holds, your slave owner winds up a woman, or a man with particular tastes. Any other fate will end with your blood in the sands of an arena as a momentary distraction from the main event." (Dismissive: Sees Joel as a weakling who should be stepped on by his betters.)

Dean Hansen (Orion): "A boy with a sword, and great ambition... A shame you misplace it on idealism and not on self-interest." (Disappointed: Thinks Dean wastes his potential.)

Tycho Merax (Grothnor): "You ran from the strongest nation in the world, wielding one of the most useful set of traits to manipulate your way to power... So that you could become a homeless beggar, merely prolonging the inevitable death of a foolish and inferior people? You are beyond pity, you are worth little more than contempt." (Despises: Sees Tycho as a traitor.)

Angus O'Gee (Ragenaut): "Someone should put you out of your misery. Not me, though, I don't want to waste the money on a bullet." (Dismissive: Sees Angus as beyond useless.)

Rahim, wanderer of the Longfang tribe (LimeyPanda): "Oh, look at that. A terrorist. How lovely. Submit to your betters or forge the world you wish to live in with your power. The women you serve are not worth your time, nor will they ever see you as a true equal." (Disappointed: Thinks Rahim wastes his potential.)

Barrett Ironforge: "Your backwards ways are admirable to nobody... Though you would make a useful slave keeper." (Tepid: Is waiting to see how Barrett expresses his patriotism before making a final judgement.)

Amora Mann: "A man with a mission that will lead me to my ultimate goals. We'll make fine friends." (Amiable: Business partners with similar interests.)

Emilia Lang Lehmann: "At least Amora brought proper entertainment, instead of just that useless bard. Go ahead and service half of the camp, you tart." (Amused: Thinks of Amilia as little more than a whore.)

Marcus Luke Crawford: "All that armour and patriotism, and all it would take is one bullet." (Craven: Thinks of Marcus as a useful tool to further his schemes, and little more.)

Noelle Touchard: "You waste your talents on the peasants of the world." (Disgust: Views Noelle's compassion as a weakness.)

Anthony Bulgarelli: "A charming and inventive man, worthy only of praise. Naturally." (Arrogant.)
 
Edited to your specifications. Alot of the changes were pretty minor so instead of you having to read the whole damn thing to find the changes i'll just list them here.

#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.
"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."

#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).
"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."

#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.
Cool Story. Felt no reason to indicate this in an already lengthy bio, its just something I'll keep in mind.

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.
"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."


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.
"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."

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
"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."

#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.
I'll keep that in mind
 
I'm gonna go ahead and drop out. I've got myself in a bunch of RPs already, I'm gonna get myself accustomed to playing in those before I try to get into others. I'll try to apply here once I feel good in the others.
 
#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.
Added and yes, I'm well aware.
 
Reviews Episode 3: Try Harder!

Part 1 of 3
.

I made those edits. Let me know if anything else needs to be changed.



-----PERSONAL-----

NAME: Tybalt Mach'Llarys
RACE: Elf. Born from elves.
AGE: 97
SEX: Biologically male.
APPEARANCE: inspiration > Here
  • Measurements :
    • Height 6'1"
    • Weight 75.75kg on a good day
  • Features :
    • Chocolate mane, tapering to feathered silver, keeps it trimmed.
    • Sharp, cat gold eyes, prominent in low light.
    • Sienna skin-tone, coated in a few old wounds around the back and arms.
    • Three 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 engage in battle 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 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.
    • 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. He learned about what came before, the noble lines, the races born out of this event, the vampire lords, the royal family, and the current disputes. 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 a viable good option.
    • His parents shared the same gift of magic that he ended up being taught as well, using it with a wild abandon to test its' limits, which brought eyes on his house by less than savory individuals. It was because of this 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 position.
    • Currently he has a job in construction and furnishings, while keeping his magic decently well hidden from anyone looking too closely.


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

MAGIC CONCEPT:
  • Aid Another. Or, as he refers to it, "gift horse" magic. Tybalt's magic is the definition of a support; either to an ally or something effectively beneficial. It is magic expressly used to help others rather than himself, manifesting in two primary ways depending on the type of aid required. Unless it is a raw magic burst (deadly but they happen), it always comes as either My Champion or Deep Pockets.
    • 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 someone needs. Though he can make use of this for himself, it is never as effective as when he uses it for someone else. 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 he keeps hold of it, unless it is used up in that time or altered into another form. 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 others, or himself so 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 similar to if he had kept it and can cause awkward situations if the currency he has 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: He wants to see the Princess returned to the Crown to stop the world going to hell... and maybe use this large party of adventurers to locate information on what happened to his parents.

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: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

#4: :emoji_bangbang:
nvddDeF.jpg


Why is magic concept blank? You do still need one.

#5: :emoji_ballot_box_with_check:

#6: :emoji_ballot_box_with_check:

I'm gonna go ahead and drop out. I've got myself in a bunch of RPs already, I'm gonna get myself accustomed to playing in those before I try to get into others. I'll try to apply here once I feel good in the others.

yuuMwqr.gif


-----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. 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.

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 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.

#1: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

#4: ... :emoji_ballot_box_with_check:*

*Ride the Lightning is a little strong, but considering combat will be resolved through narrative, I'll allow it considering its severe drawback.

17vdxq.gif


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 - Ex-Liverian Noble
"You are a means to an end. I do not have to like you." (Distrusting, pities his fall, 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.)

Laurenz Eckhart (Axl): “Guns are a cruel, cold, uncontrollable thing. Introduce them to your people, and they will make your war much worse, not better.” <Natural hatred of guns taints her otherwise reserved opinion of a foreign noble.>

Bakar Ibaiguren (Drakel): “If I find you touching me without my permission, I will cut off your hands. That being said, you seem to try and rise above your natural...défauts. That at least is commendable.” <Revolted by, Sees him as a terrifying creature but understands he is at least trying to not be what the stories tell of his race.>

Sisera De Platine, 3rd Steward of Renalta (Slade): “Either your claims are preposterous, or you’re blind to the obvious reality that Magic has created all of these problems; for your country and for the world. I do not know which is more pitiable.” <Distrusting. Unsure of the truth behind ‘Sisera’s’ claims, but doesn’t think it matters much either way.>

Alice Émeline Moineau, of the venerable house of Moineau (LimeyPanda): “Concentrer, dans toutes les choses (Focus, in all things.)" <Doesn’t give self-diagnosis much thought.>

Esther Stroud (glmstr): “...How wasteful and bizarre.” <Dismissive and Distrusting. Sees her as a childish, wasteful creature who was gifted magic by some arbitrary chance-system, and who then went on to make sparkles.>

Derebald Barson (Gwazi Magnum): “Ah, an educated man. Parlez-vous la langue noble? (Do you speak the Noble tongue?)" <Interested, curious. Respects education far beyond its applications to war.>

Aeri (Becca): “You are as subtle as a gunshot. Your magics seem harmless enough, but then; harmless curiosity caused the death of the Imperium.” <Dismissive and Distrusting. Sees her as a naive bit of baggage. Doesn’t think she’ll be combat useful.>

Tybalt Mach'Llarys (Jade Coffee): “Yours is perhaps the most appealing piece of magic I have ever seen. Do you carry Liverian Elderberry tea?” <Distrusts the mage part, but respects a lot of his other aspects: Hygiene, knowledge, and the ability to conjure up food and drink are all at least appealing>

Ivo Chastain (Luxin): “Even with your magic, you will find yourself wanting in front of my blade...The challenge would be an intriguing one, though.” <Distrusts the mage, but is curious about his acumen as a warrior.>

Charlotte (Holmishire): “Any Noble house would be lucky to have you, as would Liveria. Je suis désolé qu'il devait mourir (I’m sorry he had to die.)” <Respectful, apologetic. Sees a bit of her own loss in Charlotte, even if she disagrees with his ‘revelation’.>

Rosvita (Lialore): “Do you know what makes you impressive? It isn’t the magical bow, it is the skill behind it. How impressive are you without the fancy bow, I wonder?” <Distrusting, Reserved. Dislikes the magic and use of magical items, but respects martial prowess. Isn’t sure which is the real cause for Rosvita’s renown, or her survival.>

Joel (Ouverture): “Please stop with that infernal racket you call music...And stand up straight!” <Dismissive, disinterested. Sees the bard as a useless hanger-on and notices his lack of training in dealing with nobles.>

Dean Hansen (Orion): “I yearn to hear stories of a good Renalta. Tell me the legends my mother grew up on. In exchange, perhaps I will teach you proper footwork.” <Reserved. Holds a modicum of comradery for the Renaltan.>

Tycho Merax (Grothnor): “Do. Not. Touch me.” <Distrusting, Afraid of. Actively afraid of the agonising pain that this magic could quite without-rebuke put upon her.>

Angus O'Gee (Ragenaut): “If you step within 20 feet of me outside of combat, I will cut that stubby head off your neck and do us all a favour. Tu déshonores mon pays et mes sens. (You disgrace my country and my senses.)” <Absolute revulsion on every level. She sees this man as everything wrong with the world, sans Abbaron and his misdeeds.>

Rahim, wanderer of the Longfang tribe (LimeyPanda): “You are an abomination. I hope there is a cure for you, but if not, then perhaps you should be permitted keep your limiting band.” <Distrusting. Openly keeping a distance from. Doesn’t care much about his background because he seems too unintelligent to provide insight.>

Barrett Ironforge (jrusso20/Rue): “You fill an honourable position. It is a shame that your brothers and sisters so often spread the worst traits of our people. Now...what do the Noble’s council want with you here?” <Suspicious, respectful. Obvious bias to her countryman, but understand the dirty nature of his work.>

#1: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

wrestling-gif-2.gif
 
Back
Top