[OOC] Endurn: Heart of the Alauum

Soulserenity20

Arch Maiden of Metal
Formal OOC


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When hope seems lost, a hero is born.



Endurn, a land of bounty, diversity, fantasy, and magick. Long has this realm lived in peace, suffering only the expected woes of conflict and disputes among races but never knowing the immense pains that come with catastrophe. For millennia, the Great Balance has been maintained but in a time of peace, balance demands war.

The Alauum, the gatekeeper of the Spirit World, has disappeared. The Talohm, people of the spirit realm, are fearful and uncertain, unable now to do their roles in guiding released spirits from this world into the next as the Authority of the Alauum is no more. The world is falling to chaos, the lands are drowning uncertainty and overrun with the suffering that followed. In a time when the keepers of the Great Balance have no power, they would summon their greatest heroes and peer down the line of fate to call upon those whose souls walk a most curious path.

When all seems lost, a hero is born. You are that hero and the Talohm have chosen you to bind your soul with a heroes spirit of old. Only you and your companions hold the power to overcome the darkness that seeps into these lands and only you can act in the name of the Alauum to restore the Great Balance once more. Save Endurn, find the Alauum, and restore the Great Balance once more.

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ENDURN 101

There are
four races:
1. Almiun, water elves
2. Dhomharan, dwarves
3. Sylvuin, forest elves
4. Odakkai, sky elves

There are
numerous mages to choose from, each of these is essentially your class (druid, puficiation mage, warrior, rogue, etc.) You will find these by clicking the "Character Sheet" button above.

Ignore the Stat section until your character is done, I'll guide you through it then.

Plot 411: You're chosen as a hero, you get a spirit creature that binds to your soul and gives you powers to help restore the balance to each nation, in a specific and adventurous task, and ultimately the spirits will help you to find their leader. Restoring the Great Balance and the balance of the four hearts of the four races, as well as finding the Alauum means you "beat the game."

Bonus Features: Independent plots, developing skill system, "choose your own" adventure system of actions and consequences, awesome GM that lives to serve your roleplaying needs.


WHAT I NEED FROM YOU
I am seeking both a Co-GM and a set of players who are willing to take on the adventure of a lifetime. My first creation in online forums, Return of the Dragon Tamers: The Plague of Ogual, has lasted over three years. I intend this roleplay to follow suit. I am willing and able to go to whatever lengths necessary to deliver to you a plot filled with emotion and excitement, twists and turns, life and death. What I ask in return is dedication, sincere and true dedication to building a world and a story with me and your fellow players. An entire world awaits your influence. Join me and together we'll forge heroes, legends, and most of all: memories.

POSTING REQUIREMENTS
Posts should be over 250 words, at the very least. I look for players with good writing skills (intermediate to advanced) and those who care to put a lot of detail into posts. NO ONE LINERS. Paragraphs should have a minimum of 3-5 sentences, aim for 3+ paragraphs as a minimum if you aren't sure about length.

Note: Posting requirement is one post per week minimum. Failure to post in a week will result in a Warning for that week and each missed week after. Three warnings consecutively is a red flag. Two red flags is a kick from the rp.
You will not get a red flag if you post at the 2 week mark, only if you get three consecutive warnings.
So, essentially, if you go a total of a month and a half without a post (3 weeks at a time) , you'll be kicked.
This can all be avoided if you simply pm me and say "I can't post this week I will post in 12 days." Communication is key.

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CLAIMED MAGES/INTERESTED PLAYERS

FULL

See the "Cast" tab for players and CS links



Please see the links above for the information site and the Character Sheet creation page specifically to get an idea of what you're looking at. Feel free to ask me any and all questions, I look forward to hearing from you.
 
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۩BASIC۩
|| Moren Ironthorn || Dhomharan || Western Clan || 120 Years ||
Hometown
Dogaern, Doriil
Currently lives in Velok, Easer
Personality in 5 Words
Caring, Thoughtful, Hard-working, Romantic, Sensible
Descriptive Personality

Moren's character has been forged by his heritage and his past, as is the case for most individuals. Moren was born into the royal bloodline, but not so close to the King that he would ever have to deal with the royal drama that came with it. Traditional granted his safe passage on that front as Orzan Ironthorn currently had three very capable sons who would easily and happily take the throne. Furthermore, Moren's mother was Orzan's sister and sister's meant little to the Dhomharan of the Western Clan. And so Moren was gifted a life raised without politics, though he still was forced to attend family gatherings during festivals of bounty. His mother, Azera, was wed to a young craftsman favored in the courts, but he met a terrible fate in a mining expedition to Korim's Breath. His death left Azera alone with a child in her womb, and yet when that child arrived, she overcame all the struggles of motherhood alone and raised Moren into a caring and considerate character. With Azera as his rolemodel, Moren learned to pay attention to the people and the world around him, encouraging him to think of others, and to go out of his way to help those in need, for "a favor shared is a misfortune spared."

Moren was hardworking both by nature of being a Dhomharan Western Clan Male, as was expected of him, and by nature of being a single child to a single-mother home. This never changed as he grew and he would one day come to take up the crafts of his deceased father, doing his best to be ever self sufficient so as not to burden his beloved mother. It is likely that his relationship with his mother gave him his great respect for women and drew him to be a hopeless romantic, always being taught that women deserved respect and care for all they do to keep the men functioning. It was also this respect for women that led him to take his mother and journey to the Eastern Clan where she would finally get the respect and recognition she deserved.

Moren was only about 65 at that age, and he continued to care for his mother for some time, but eventually, he came about a distaste for the rejection the city offered him, as a male of the Western Clan, and so he left there too, ensuring his mother always knew he'd return and that she would always be welcome in his heart and home. At the age of 78, Moren moved to Velok and forged his own life there, a peaceful life, free of the divisions of gender and culture so heavily apparent in the Dhomharan cities. Moren lived a sensible life from then out, reflecting on the nature his mother had bestowed upon him. He was kind to nature, respectful of the world around him, courteous of the people, protective of the weak and the struggling. He never found a lady friend, but he was ever watchful, wanting nothing more than to raise a family all his own one day and carry on the proud legacy of good parenting that his mother had started.

Occupation
Craftsman

Mage Spirit
Mage of Life

۩BACKSTORY۩

History

Moren was born in Dogaern, Doriil, to a widow of only a few months and raised there in a comfortable home that was paid for by his mother's high paying job as fine-ore refiner and inspector, and by his name: Ironthorn. At the age of 65, he left Doriil for life in the Eastern Clan, and he and his mother lived in Bargmorg for a time. His mother remains there while he departed to make a life and a home in Velok, Esaer, as a craftsman and rune-maker. He had always shown an affinity for rune-making, just like most of his race, but it was his unique application of runes to his fascinating styles of craftsmanship. Runes were woven into the underside of tables to promote happiness in families, beds had runes dancing about them that promoted health and wellness, fence posts had runes that warded off the ill-willed. Many of creations were valued by people across the valley forests of Esaer and Mogarn. His work was originally just stone, delicately fashioned works made to be as light as wood and twice as sturdy. The style was a mix of West and East Dhomharan, but later began to incorporate the stylings of the Northern Clan of Sylvuin, with whom he shared a village.
He tried his best never to buy food. He learned to trap from the Sylvuin, learned to garden from them as well, and after 55 years of living with them, he picked up a great deal of talent in the ways of forest survivalism, which complimented his skills of mountain-trekker life. Today, he remains in Velok, making weekly visits to his mother, trying his best to keep his brute of a bear companion out of trouble, and ever developing his skills.

Relationships
Orzan Ironthorn, Uncle
Azera Ironthorn, Mother
Grimsfeldt, Companion

۩CHARACTER۩

Strengths

Caring
Though a weakness at times, Moren sees his careing nature as his greatest strength, as it is the trait so reflective of his mother. He believes that a caring heart is the strongest of hearts and knows that caring for others will rarely lead him down the wrong path of fate.

Thoughtful

Moren thinks things through. Every time he approaches a situation, he is meticulous in thinking out everything that involves the task ahead or the interaction or whatever he is faced with. He is constantly planning out a way to do the best for the most people and to do so with the least harm to the world around him.

Careful

Moren, doesn't like mistakes. Mistakes cost time, they cost gems, and they can cost relationships and lives. And so, he takes great care in what he does, be it weaving a new spell or planting a garden.

Brave

His heart is noble and strong by nature, never turning down a challenge, never questioning his abilities. His mother instilled such confidence and trust into him that he is brave in the best ways, knowing that even if he fails, a lessons to be learned would still offer a welcome reward.

Down-to-Earth

As is expected of a Dhomharan, Moren is connected to the natural world, but more than that, in something that is not so common of the Dhomharan, he is humble and attuned to the societies and personal worlds around him. He pays attention, he cares, he goes out of his way to help and to connect with others, with what he's doing, and with the emotions that fuel it all.

Quick to Earn His Place

A trait that could not have been forced from him if all the forces in the world tried. Moren was not entitled to anything. His mother made sure of that.

Grimsfeldt
The damn bear is always showing up and causing stress for Moren, but it's a fierce and faithful companion, the likes of which few would dare the challenge.

Skills

Crafting
Moren is a mastercraftsman, or so he likes to think. There are many that are better than him, but he takes such care and pride in his work, sometimes imaging his own father taught him, when really it was the masters at the academies of Dogaern and Barmorg for the first 70 some years of his life. He finds it a calming trait and he crafts countless goods from buildings and furniture, to tools and weapons, even clothing and armor. Crafting is Moren's heart and soul.

Rune Making

One of the more skilled of his people, Moren is an expert rune-maker, like many of the royal bloodline are. His innovative runes have hundreds of uses and he keeps his practice up daily, often inscribing runes onto flat pieces of stone and leaving them out for others to pick up and reap the rewards of its enchantment.

Trapping

Moren has gotten good enough at trapping to allow himself to survive. Because he doesn't wield a weapon, like a bow, he relies on trapping to bring him meat.

Gardening

This is a rather peculiar trait for a Dhomharan, but his time spent among the elves gave him a charming love for flowers and plants. He grows large gardens, not only of crops, but of beautiful flowers and decorative woods.

Building

A dwarf and a lone woodsman, there is little Moren can't build. Everything from quick shelters to masterpieces of wood and stone, he is wonderful at building.

Weaknesses

No Dokran
For whatever reason, Moren never forged himself a personal Dokran like most Dhomharan did. While it is true that he can fabricate one at any time, it is also a great downfall that he has chosen to forgo the endless assistance and aid the Dokran would have provided him with.
Weaponless
Moren never had a reason to learn how to use a weapon. His axe has only been used for chopping wood, his hammer only used in a forge. If he had to defend himself, he'd likely choose the hammer for its balance but he hasn't a clue how to fight the way warriors do.

Hopeless Romantic

Moren wants to marry and have children more than anything else. He respects women above everything and sees his mother in them. Because of this, he can often get sidetracked or lose sight of his real goals, if only for a moment.

Selfless

Just as his mother was for him, he would be for others he chose to welcome into his heart. Once fond of another, there is nothing Moren wouldn't do to help those dearest to him. This leaves room for manipulation, extortion, and deceit, but he cannot change this part of his nature.

Strong Ethics

Having been raised a Dhomharan man, he has a strong sense of morals that hold as strong as the mighty mountain cities of his kind. He will not bend, leaving him rigid and prone to trouble in times where flexible judgement is required.

Superstitious

He doesn't know where he picked it up, but Moren has a fright for the dead and their resting places. He has a strong fear of the forces of luck and as a result, there are certain things he simply will not do. This can be a ridiculous weakness in times of dire necessity as nothing, and he means NOTHING, will get him to cross a bridge in rain, or other such acts that might anger the river or draw upon centuries of bad luck.

Moren's Most Dominant Suspicions

1. Crossing bridges in the rain: He once heard a rumor that the sound of feet on the bridge would disturb the river as it ate and urge it to well up and swallow the trespasser instead.
2. Entering into the homes of healers: His time among the Sylvuin has left him with rumors that the healers of the lands, most especially the Almiun healers, draw the life out of the healthy and deliver it to the sick.
3. Sleeping under a full moon: From what he's heard from a clan of Odakkai, the moon is the eye of the sky gods and if they catch you sleeping when their beauty is being displayed in its fullness, they will put you into an eternal sleep so that you might never wake to know beauty again.
4. Leaving a bit of food or coin when some is dropped: He owes this to his mother. She taught him that any dropped food, or coin, is the earth asking for an offering, and to retrieve it all would bring about a distaste and a curse that would last as long as the mountains.
5. Never sleeping in a dead man's bed: He absolutely refuses to sleep in inns or anywhere that he hasn't seen the bed erected anew. He can't remember where he learned this one, but he knows that sleeping in the beds of the dead would stir them from their slumbers int he grave and deliver their souls to haunt you in all your dreams.

۩SOUL ABILITIES۩

1st Soul Ability
Grimsfeldt's Heart: Moren's connection with his foolish old bear was forged as a part of his soul, his being, upon the binding of his essence with that of the Talohm Mage of Life. Moren can feel what Grimsfeldt feels and with time, come to possess the senses and strength of the bear.

2nd Soul Ability
Fortified Wilds: Moren can turn wood into steel and vines into chains, his affinity for fortification and nature has landed him with the ability to strengthen and empower most any component of nature.

3rd Soul Ability
Welcome of the Wilds: Gain the ability to summon and command the flora and fauna in the surrounding region.

4th Soul Ability
Life Transfer: Gain the ability to access and transfer life in order to heal.

5th Soul Ability
Shapeshifter: Moren can sacrifice an animal to obtain its form through a complex ritual taught to him by his Talohm spirit.

[shadow]۩PERKS۩[/shadow]

Culture Specific Perk
Honored in the Western Clan, dishonored in the Eastern Clan.

Race Specific Perk 1
Fabrication: The ability to create a technology-based Golem sidekick (no larger than a large dog and no form of guns).

Race specific Perk 2
Thick Skin: You don't need shoes or gloves and you've never heard of "it's just a scratch." An enemy has to dig deep to make you bleed and as such, if you're bleeding, it's bad.

Race Specific Perk 3
Night Vision: You can see perfectly in almost pitch black surroundings.

۩OTHER۩

Distastes
Flying. He's never done it, but he doesn't ever want to.
Carelessness or recklessness. It sickens him to see the foolish endangering others.
People who hurt other people.
Broken hearts and sad eyes.
Almiun cuisine. He can't stand fish, he hates sea food, and the seasonings they use made him sick.

Preferences
Esaer culture, food, and life, as well as Dhomharan food, culture, etc.
Meaningful solitude and time to himself.
Productivity, hard work, and devotion.
Women who respect themselves.
Kids and animals. He loves kids and animals, though he won't admit to the latter.

Aspirations
To one day bridge the worlds of the Sylvuins and the Dhomharan in a way not seen and to strive to create a more respectful union between the Dhomharan Clans where the men and women of each aren't so alienated in them.

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Long ago Moren met a lonely and lost Dire Bear cub stuck in a log. Showing kindness and doing his duty to the lands that supported him, he freed the beast and went on his way. The creature following him for miles back near his home and when Moren tricked the beast to leave it behind, hoping it would go off on its own and continue on with its life, he would travel back the same way four days later only to find that same bear waiting for him.
It followed him as he passed and always waited where it had been left, like a good cub would wait for its mother. Moren's soft spot brought him to accept the loyal little cub as a companion and as it grew, it would prove to be a nuisance and a dear friend to Moren. Giving it the name Grimsfeldt, to this day, Master Ironthorn remains in the presence of a stubborn, clumsy, very large dire bear that acts like a cub to the mother that is Moren.
 
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oOo Deep Sea Almiun oOo Female oOo 64 oOo Mage of MemoriesoOo
Talmiun: Keeper of Blood

Hometown

Mythern, Iskoria

Personality in 5 Words
Spiritual, Self-disciplined, Curious, Passionate, Liberal

Descriptive Personality
Avyra is run by a firm belief in the divine and her role in the great order of things. She is fiercely protective of her lands and connected to the Great Balance and the goddess Miuna deeply within her heart. She has a curious nature, always seeking out new truths and knowledges, insisting she be informed enough to be able to formulate effective opinions. Despite her liberal nature, guided largely by the fluid example set by the waters themselves, she is disciplined enough to be able to live effectively in a very traditional and conservative culture. She respects the Order of things, and adheres to it, but does not necessarily agree with everything. A hunter of the deep, she learned everything she knows from her father. Her mother and older brother are Shorefolk, so they all live in a small village on the outskirts of the ever growing city of Mythern, a sort of compromise between the two cultures. A deep passion for whatever may be in her heart at the time was given to her by her father, who always urged her to follow her heart but to always do so with reverence for the traditions of her people.

Occupation

Hunter of the Deep

Mage Spirit
Mage of Memories
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BACKSTORY

History
WIP

oOo Relationships oOo
Teravore Talmiun, Father
Iliamuur Talmiun, Mother
Davyr Wave Weaver, Older Brother


CHARACTER

oOo Strengths oOo

Level Headed

Her father's careful training left her with great coping skills that allow her to stay calm in the face of almost any danger. She is able to assess the situation with a clear mind and carry out her decision with careful accuracy.

Spiritual
Her connection with Miuna has left her comfortable in times of stress and turmoil, trusting in the way of the world, and hopeful of a better outcome, no matter what she sees. This optimism accompanies a calm and serene nature at almost all times as she trusts in her deity to guide her down the right path.

Trusting
Most Almiun follow the path of distrust when it comes to other races. It is why their great city is so guarded against the outsiders and why the Varan are frowned upon in their culture. But some of the Almiun people, like Avyra, have chosen another path: one of trust. She sees no reason to distrust others until given a reason. This is often a strength, but can fall as a weakness.


Independent
Avyra, as a woman in her culture, has been taught that she needs a male to keep her under check, that her spirit is too wild to be left alone and must be controlled. Her rebellious nature, as it clashed with her respect for tradition, saw the only possible outcome of this issue as being a lifetime without ever getting married. She has chosen to remain single and show her people just how "tame" a woman can be without any male figure to do it for her.

Perceptive
A quick thinker by nature and even more so by nurture, Avyra is much like any other hunter of the deep, careful senses, attention to detail, and a memory to aid her in processing those details for the future.


oOo Skills oOo

Hunting
Having followed her father's water trails, Avyra became a hunter, learning everything she knows fro her father and growing rapidly in the ranks to where she sits now, as third in command (for a woman could never hold first or second) and as the formal healer of her party.

Spear Use
Avyr's hunting weapon of choice is a spear, forged for use in water but quite effective on land. It is made of black pearl with a tip enchanted to kill with mana as much as its strike and she is rarely seen without it.

Ocean Navigation

As a part of her training, Avyra has had to learn to navigate the open ocean and every form of current. She never gets lost when in the seas.

Ritual Use
A pious child of a Shore Almiun, Avyra's connection to her goddess and her mother's patient teachings in her youth have left her with an affinity for mana ritual.

Healing
Avyra specializes in healing. It is her role in the hunting party and she takes great pride in it. She was trained by her mother, a shore healer, and her father ensured she was always the one to work on injured hunters in the deep.

oOo Weaknesses oOo

Lesser Mana Pools
Because of her lifestyle as a Deep Sea Hunter, she uses mana less than others of her kind. Her mana pools are shallower, so she'll require a lot of work to deepen them if the need arises.


Distaste for Land
She of the Deep Seas knows little of life on land. Even in cases where she is to deliver her goods to the shore villages, she feels uncomfortable walking around on dry land. This distaste leaves her distracted a lot while on land.


Fear of Fire
Fire is seen as the opposing force to the waters and Avyr a greatly fears fire. She and her people never have use for it, only ever warming the water itself for warmth. She doesn't understand it, certainly can't use it, and fears it as a result.

Too Trusting of Her Kind

Avyra has come to trust her people in a way that leaves her vulnerable to any shortcomings they may have. She can't imagine one of her kind ever wanting to hurt her, nor could she imagine them being outwardly evil to outsiders, even if they are a stern and strict people.


Sheltered
Avyra has never left the waters of the south. She was born there, raised there, and while she ventures about Iskoria and some regions of Itrya and Valrun, she is largely used to the cultures and people of the south. She's seem only one single Dhomharan in her entire life and maybe a dozen Varan, for they aren't strong enough swimmers to even venture into the deep where she spends so much time.


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SOUL ABILITIES
1st Soul Ability
Communion with Miuna

A sacred ritual prayer to the Goddess Miuna for guidance and wisdom. While in any case it is hard to know if Miuna has heard, Avyra's connection with the goddess has forged a mana-based link in her soul, creating a stronger connection which leaves her more likely to be heard.

2nd Soul Ability
Wavebreaker

Avyra plays her shell flute and alters the path of fate by drawing those who hear her song into a state of reconsideration, reflection, and general ease. This does not always turn out in favor of the heroes, however. With time and practice, the outcome can be controlled.

3rd Soul Ability
Old Soul

The user can access the memories of the Talohm Hero bound to their soul, retrieving old wisdoms not accessible to others.

4th Soul Ability
Secrets of the Surroundings

The mage can meditate on the surroundings to reveal its secrets. At first this may simply be how many animals are nearby but eventually it can reveal who died there, when, why, what was said there, etc.

5th Soul Ability
Changing Tides

A dangerous and unpredictable ability, Avyra is able to peer into the past and alter tiny details. She cannot be sure of the outcome and the ritual requires weeks of preparation.
[When this ability is used, 10 50/50 rolls are performed to determine 10 modern events that are positive or negative outcomes of what was changed in the past.]
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PERKS
Culture Specific Perk

Deep Sea, Stronger and More perceptive.

Race Specific Perk 1
Miuna's Breath

You can breathe under water and swim incredibly.

Race specific Perk 2
Whispering Waters

The ability to communicate with anyone else, if they’re standing in a body of water or in the rain. If the recipient is an Almiun, they can communicate both ways, if not, the recipient can only listen.

Race Specific Perk 3
Rejuvenating Rain

The rain heals your wounds on the surface, stopping bleeding, healing small open wounds, etc.

OTHER
Distastes
Oppressive and judgmental people, fire mana, the cold, confined spaces, disrespect for one's own traditions or beliefs, bullies, crime.

Preferences
Warmth, good company, cultural diversity, kindness, sea food, Sylvuin cuisine, the outdoors, fresh air, new experiences, adventure, cooking, music and dance.

Aspirations
To become a priestess of Miuna and a leader of a hunting party.
To start a family.
To become a powerful healer.

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I mean my answer was always probably yes. I was thinking of a character to make but you kind of set the bar pretty high so i'm reading the lore and thinking of how to expand my sheet to match
 
I mean my answer was always probably yes. I was thinking of a character to make but you kind of set the bar pretty high so i'm reading the lore and thinking of how to expand my sheet to match
Oh don't worry about my chars. Moren was built like, 2 years ago, Avyra was made to represent my Almiun race so I can rp as an example for other players for that race :)

Also, feel free to chat about your ideas. Mowkie and I work hand in hand oh most chars, rain is super creative and helpful too. Just pm or post here for a brain to bounce ideas off of :)

Also, as long as you fill out the sheet, it doesn't have to include a ton more detail.
 
I prefer more interaction between characters and I am not sure how easy that will be with a 3 paragraph requirement.
Its a standard for 'regular play' but I also include numerous events where short and rapid posting is encouraged. Furthermore, collabs can and should be used, which are short posts back and forth, usually in PM which are then posted so that we don't have 50 posts of one or two lines each. So, the guideline sounds strict by default, but I don't lack sense, and I understand that in some cases shorter posts just make more sense. :) I think once you get in and see the way the writing works between gm and players you'll understand the posting length guideline ^_^ that said, I leave it in your hands.
 
Seeing how you carried your own over, I will do the same :) Maybe somebody wants some sort of interaction? Well, this would make it easier either way so people can see what they can expect.





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BASIC
Name:
Valya Vacae

Race:
Varan


Age:
34

Gender:
F

Birthplace:
Vatar
Residence:
Novria; Valurn
(Registered under a different name "Kaleyna Vor")


Personality in 5 Words:
Calculating, Deceitful, Pragmatic, Amused, Selfish


Descriptive Personality:
Valya usually upholds a pragmatic view of life, whatever may just work right now, works. If it just happens to mean to sacrifice a hundred children just so the end of the world can be stopped, she will be the first to draw the blade. The dead? Burial sites with treasure? Not anymore! They have no use for it.
Lying, deceiving just so she can achieve her goals? Fine. Telling lies to amuse herself when somebody is about to die to make the victim wonder? Beautiful! Marvelous. Whatever works to amuse and please her.


"Please, let me go, you want money, I can give you money!" She laughed at this pathetic man's plea. "Your money? I will just take it, pathetic worm." "But why, why are you doing this? I've done nothing!"
"Why, you ask? Is that all? Well, you are going to die anyway worm." She sat down infront of him. "Fine, think of running away and I will start to chop of your toes and I promise to you... It will be a slow and very painful death, I will be having so very much fun."
She threatened seductively. Of course she was not serious, she would just kill him. It was too dangerous to let him scream on and on for hours.
"Naeryndam, you surely remember your father, don't you? He killed. A lot. You know whom he killed?" Varan. Children, women. Does not matter and no it was not the purge. Oh he also violated my mother. A Spy. Traveled through Vatar."
This man's eyes widened.
"Yes, 'brother', your 'sister' is returning the favour."
Smiling she moved down her facemask.
"You remember my face, don't you? Younger maybe. Mother was older of course, she and I both once served your government... until you killed her!"
She slid with her dagger between his lips, not enough to draw blood, but enough to keep him quiet.
"You know what happened to her, don't you? Killed by 'your' father's men. Her friends are whom gotten me out of there, the ones that continued to train me and helped me fend of the very much enjoyed gifts of your father, all those people. Dead. We have reached a mutual understanding then, as to why I am going to kill you?."
The man's breathing calmed himself down, not giving in to the what she expected him to reply. "What is your name then? I honestly can't believe this, how could my father do this?"
Moving her mask back to it's place before responding.
"Valya. Spy, Assassin, Criminal, Murderer. At your service."
Sadness played onto his gaze, sighing he replied:
"So it is you that killed Almar..I am sorry for the deeds of my father. And if it satisfies your hate, fine, take my life just please stop this, stop hunting down my other brothers and sisters."
This time she hesitated, not having expected that response.
"Cute," she concluded. "Guess you saved your own life this time!" She moved behind him and knocked him out with the pommel of her dagger.

-Moments later-
Valya was on her way back east. She was as amused as she was suprised. Playing with his mind was fun, he would now question his father's deeds and maybe it would change something for the better. Of course, she hoped that nobody would persue the few guards she happened to have needed to make vanish before moving on at what she had thought was going to be her certain kill.

Occupation:
Rogue Agent


Mage Spirit:
Mage of Prophecies


BACKSTORY
History:

0y Valya is born in Vatar
5y Started to learn to read and write, she actively helped her parents and was what may be considered a good child. One task she specifically had enjoyed was to help her mother with plucking and finding certain herbs.

9y Her father started to practise her in the basic usage of weapons. “Valya, you have to be able to defend yourself.” He explained to her. She always loved to hear stories about heroes from her father and wished to be one, one day. Her mother took over and aided when her father was away, like he often was.

10y Her father disappeared.
13y She found interest in her mother’s work, the sharing and passing on of information, rumors. It fascinated her.

17y Valya started to follow in the path of her mother and ventured north, across the mountains to learn her mother’s traits.
20y The dangerous trip north was made and they arrived in Ina Naruun. People commented on her eye colour being not normal and experienced first hand how drastic priests could be with their beliefs*
20y She took pity on a bird and took it with her home only a small distance away from home.

21y Her mother took Valya and moved far west to Valrun. Her mother continued to work in her profession and took Valya as her proper apprentice. She spied for the individual council members, though never met them or their direct associates personally. Work was always moved down the chain.

23y Valya learned that using her charms or proper words at the right moments could lead to wondrous results.

24y Valya was forced to kill somebody trying to rob her, she was not happy about it but it could not have been helped. Since, she started to focus on sneaking past threats. The event is also what made her start to almost always wear a mask.
26y Upon her travels west to deliver a message she found henchmen extorting money from local farmer. She started to track down the line to a woman, a daughter of some priest. She was cruel and felt that she needed to be a hero, planning well in advance to find an opportunity to kill her.

27y She eliminated the guilty one.


31y Valya was offered to work as a direct agent by an agent of somebody within Itrya. She accepted and received some training


32y She found out that she was working for the father of the daughter that she had happened to have removed.

33y she decided to go rogue, seeing what was actually involved in working for him. He was doing the same as his daughter was doing and thus decided to take something away that was dear to him: His own son.
Events as described happen(Written text Spoiler) and she returned to Novria under a different name as a bounty was set on her head and stayed out of the business until things would have calmed down.

34y

*The trip was extremely dangerous and they only managed to pass through thanks to her mother’s experience. She is not going to be able to repeat this on her own.

Relationships:
Criminal in Itrya, murderer and framed for Murder of a priest's son.
Spies and smuggler network basing in Vatar and Novria
Son of a Clerk
Parents on Novria


CHARACTER
Strengths
:
Intelligent
Intelligence is the fundmanet to every deception, manipulation and calculation. The last thing anybody could say would be that Val is stupid, quite the opposite.

Quick to Act/Thinker
Valya is one that quickly acts in the most aggressive way she can think of. There is a fight about to break lose? Well, let's start stabbing and kill somebody... usually. She will also not hesitate to offer up something or somebody to if the situation demands it.

Stable
She appears very stable emotionally and will not break easily.

Grooming
She feels that she needs to keep herself groomed, at the best of her appearance.


Skills:
Weaponry(Dagger/Shortsword)
She has received practise in the usage of a dagger and a shortsword.

Dual Wielding
She has learned to dual wield with practised weapons.​

Subterfuge
She has learned to deceit, hide and sneak about. Hide from persueing rider? Pretend to be somebody else? Talk like a noble to fit in? Yup.

Persuation/Charms
Val has had experience in using anything that is at her disposal to achieve her goals, from using her body to talking through to somebody. Whatever works.


Weaknesses:
Heroism Romantic
She just can't say no to somebody in need that asks for help. She has tried and tried but just can't.

Quick to Act/Thinker
"Valya is one that quickly acts in the most aggressive way she can think of". There is a fight about to break lose? Well, let's start stabbing and kill somebody... usually. She will also not hesitate to offer up something or somebody to if the situation demands it.

Masked
Outside of missions and meetups she has a tendency to keep on her mask, she will seem suspicious to anybody that notices her.

Dislikes the gods
Anything in relation to gods only ever receives her dislike. They do not love the Varan and their priest seem to be partially corrupted.

Precognitive Torture
Sometimes this recent manifestation can't let itself be controlled, a touch, a bad look in the eye and she sees deaths she never had wanted to see. It is all possiblities, probabilities, an end to a number of circumstances and conditions, nothing of certainty yet still a distinct possible future.

Recent Ailing
Recently, something has started to develope within her, while yet still rare, it is accompanied with headaches, feelings of weakness, pain, tiredness. They may be symptoms for something bad down the line.

Weak Elemental Mana
A varan already has disadvantages using Mana, but Mana of the four elements seem to be significantly more difficult for her to learn or use or to even grasp in concept.​

Nightmares
She has been having bad dreams recently. Something about a fabric ripping and ghosts.

SOUL ABILITIES
1st Soul Ability:
Precognitic Illusion: She can cast an Illusion that dispays the image of a possible future. This is largely uncontrolled even if enough practise has happened and the image may not always display the same as it should and rather than hide, may make somebody seek to investigate.

2nd Soul Ability:
The Reaper: She can predict when and how somebody is going to die, so long as it is going to happen within her lifetime. It is how she knews when and how she is going to die, that she will not live a very long life. The farther away the day of death is, the more difficult it will be for her to predict it.


3rd Soul Ability:
Prophetic Dreams: Once a month on a new moon the mage receives a prophecy from his or her creator god or goddess. A Varan receives a prophecy from the deity of compassion.


4th Soul Ability:
Foresight: The mage can predict what will happen in the next 5 seconds. With training, this can go as far up as almost an hour.


5th Soul Ability: [Given upon CS completion]
Hallowed Haunt: If Valya is able to form a true bond of love or friendship with another person, she gains access to their fate-line. She can peer into their future at any time she chooses and meddle with it in the present, if she sees fit.



PERKS
Culture Specific Perk:
Deciduous Sylvuin Culture: Plant identification skills.

----A Face in the Crowd: The Varan have developed a very good system of remaining non-discrete. Though there are certain regions where they will absolutely stick out like a sore thumb, in most places, they can blend in well and avoid be noticed.
----An Ally in Every City: The Shepherds of the Void, a secretive group of rebellious Varan who stand up for their brothers and sisters in the most secretive of fashions, can be found in every major city and sometimes other places. Anywhere the symbol is found, a Varan can rest assured that help will be there when they need it. This group is legendary in their violent tendencies, spiteful nature towards anyone who is pureblood, and their willingness to kill for a blood oath.
---Multilingual: Varan have a unique ability to understand virtually any language. Those with the blood of a particular race can even speak their language as though they have an ancestral knowledge woven deep within their minds. For example, a Varan of the Sylvian and Almiun can understand most other languages besides the common tongue, but they can sometimes speak in the Sylvian and Almiun tongue. This is true for other mix breeds as well.

OTHER
(I won't mention obvious ones)

Distastes:
Fish
Rain
Cold Weather

Preferences:
Sweets
Reading books
The Dhomharam of the east

Aspirations:
To become a hero​
 
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Glad to hear it @Yoda

And looks good white :) rain and I are collabing in pm to get used to the world. We could do the same? Up to you. Once the players we have are prepared with their CS's I'll open the ic. :)
 
Glad to hear it @Yoda

And looks good white :) rain and I are collabing in pm to get used to the world. We could do the same? Up to you. Once the players we have are prepared with their CS's I'll open the ic. :)

Certainly :) Will give the oppurtunity to explore the world a bit more, too ;D
 
Can you clarify the Mage of Dark's Syphon ability? Not really sure what you mean by, "at the risk of losing part of one’s own elements (life, etc.) into the void."

Also the Almiun can walk on land right?
 
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