Notice:
Due to how few new CSs and how little edits were done thus far in each CS, I am going to skip today's Review and instead wait until the 25th to do reviews. If you have any questions or want your CS to be reviewed privately however I'm more than willing to answer and review your CS by then. After the 25th, again the other dates for full CS reviews will be the 28th and the 3rd and after the 3rd I'll be doing CS reviews individually as they come just to make sure everything is done before the 5th.
 
Character Sheet Reviews #4

User: Yoda
Name: Thorin Herald
Race: Human
Age: 29
Sex: Male
Appearance: Thorin stands at around six foot five and weighs about three hundred and eighty pounds, with short brown hair and dark green eyes. Thorin has a very muscled body that reflects his life of hard labor. Life as blacksmith has left many burns across Thorin's body, he also has a thick nasty scar on his scalp.

Traits:
  1. Duelist: Thorin is skilled in one on one combat.
  2. Tank: The combination of heavy armor and strength allows Thorin to withstand many blows.
  3. Renowned Fighter: Thorin is known for his many accomplishments and his ruthless fighting style.
  4. Battle Rage: As Thorin spends more time in the heat of combat he becomes stronger and more determined.

Magical or Chakra Art(s):


Equipment: As Thorin became a greater and more renowned fighter he personal forged himself a two handed great sword and a suit of heavy armor.

377696_sepik_2.jpg


Biography:

Thorin had a very uneventful childhood as the second son of Thran. Most of Thorin’s childhood was spent working in his father’s blacksmith learning the family triad. As if being the second son was not bad enough Thorin looked like a monster with a scarred and generally untasteful appearance. Thorin put up with being the unwanted child for most of his childhood, but when Thorin found out his father had no plans on giving him any part of the blacksmith he left his small town behind in search of something greater.

Thorin wandered from town to town working odd jobs, not really knowing where he belonged, until one night at a tavern an old man asked Thorin if he had ever fought for money. When the man learned that a big man like Thorin had never fought, he started selling Thorin on the glories of a good fight. Loving the sound of it Thorin and the old man talked late into the night about the old man’s past and how he had once been a great fighter. As the two wint to part ways the old man asked Thorin if he would travel with him and see the real thing. With nothing to loss and wanting to know more Thorin agreed. Watching the fights Thorin knew that was what he wanted to do.

Thorin asked the old man to help him get started, offering to give him some of his winnings if he won. Without hesitation the old man agreed to help Thorin as best he could, happy to have someone to teach and spend time with. For the next six months the old man trained Thorian teaching him proper footing, counter attacks, and how to properly wield a sword. The old man also pushed Thorin to become stronger then ever before. In the end the old man turned Thorin into a warrior with the skills, stamina, and strength needed to survive the trials of a good fight.

Thorin’s would never forget the rush of adrenaline and the cheers of the crowd as he battled for the first time. Winning made Thorin feel whole and gave him something to claim as his own. Thorin wint on traveling and fighting becoming one of the most feared fighters in the land. During the fight Thorin was not the ugly second son, but the knight. Tired of constantly fighting for nothing more than a moment's glory and some gold Thorin joined the Silverheart company in search of a new challenge and a chance to prove how great a warrior he is, by doing what no one else could and finding the star.

Other: I think that’s everything, let me know if I did something wrong.

Signature: Yoda
Name-Appearance: Good
Traits: Fixed and are acceptable overall.
Equipment: Good
Bio: Read your Fixes and overall the CS is acceptable. ^^

User: Sodaguzzler
Name: Papierre du Blanc
Race: Human
Age: 24
Sex: M
Appearance: Pierre is a short black haired young man with blue eyes and youthful figure. Combined with his height of 5’5”, it was hard for him to convince people that he’s an adult. Pierre often wears travelling clothes and a flowing robe with wide sleeves which he covers with a larger cloak.
Traits:
  1. Exorcist : Pierre is an expert in dealing with the spirits and the (un)dead. Whether it’s Binding or Warding them, it’s easy for him. In some cases, he’s even able to take command of them.
  2. General Chakra Practitioner: Having to deal with various kind of spirits, Pierre does not specialize in any form of jitsu, preferring the versatility that it offers.
  3. Shikigami: Pierre is capable of creating artificial souls to do his biddings. However, it is borderline impossible for him to make anything smarter (and/or stronger) than an animal without a base to build upon. Manifesting them is a constant drain, unless he’s willing to chance them breaking free of his control (and likely going berserk.)
  4. Multi Casting: Pierre is capable of casting multiple jitsu at once provided he has enough conduits to cast them through.
Magical or Chakra Art(s): Chakra Arts
Jitsu List:
  • Elemental Jitsu – Projectile: Pierre can produce elemental projectiles. Fire, earth (stone), ice, water, lightning or wood depending on his need.
  • Blessing Jitsu – Ward: Pierre can put his paper charms to cover an area that lessen the power of magic and spirits. Require him to put his paper charms over solid surfaces (or liquid if he has to) and multiple to actually cover an area.
  • Blessing Jitsu – Bind: Pierre conjure chain that binds his target and preventing movement.
  • Enhancement Jitsu – Fortify: Pierre strengthens a material through his conduit. Although how much they’re strengthened depends on the material and how much power he put in. I.e: Using Fortify on his paper charms can at most make it as sturdy as a wooden shield.
  • Enhancement Jitsu – Manipulate: Using his chakra, Pierre is capable of remotely move an object as long as they’re attached to his conduits. Can only manipulate light objects.
  • Shadow Jitsu – Notice Me Not: Pierre makes himself unremarkable and beneath the notice of anyone around him.
  • Shadow Jitsu – Cloak: Pierre creates an area where he is undetectable through magical means. Requires multiple charms around him.
  • Shikigami: Create or manifest his bound servants to serve his need.
  • Shikigami – Proxy: Pierre can tap into his Shikigami’s senses as if they’re his own.
  • Exorcism – Seal: Imprison a spirit/soul inside a container. While the container itself can be whatever Pierre wants, actual container serve much better as a prison.
  • Illusion Jitsu – Sleep: Scatters around a swarm of flitting butterflies or falling leaves that makes people within it sleepy.
  • Illusion Jitsu – Clothes: Overlay a piece of clothing to appear as other clothing. Works best with singular piece of clothing that covers everything such as cloak or robe.
  • Misc Jitsu – Cantrips: Various convenience jitsus to make life easier. Includes but not limited to: Fire starter, cool, warmth, and conjuring a tiny spout of water.
Equipment:
  • 2 stacks of paper (@100)
  • 8 bundles of 50 Paper charms (chakra conduit) kept in various pockets of his robe and clothes.
  • Shikigami slips
  • Exorcism sword (chakra conduit)
  • 2 wooden scrolls (chakra conduit)
  • a knife
  • A bag to carry clothes and his papers and survival kits.
Biography:
Pierre was born in the land called Avalon into a loving couple of an assassin and an artist.
Other:
  • Due to making his charms on his own and study in Avalon’s Academy, Pierre’s handwriting is incredibly good.
  • Can make models, dolls and plushies given the materials. Most of the time its paper models though.
Signature: Sodaguzzler

Look to my previous review plz. :p

Mainly about that Bio of yours lol ^^

User: Luxin
Name: Niabrun Adelfonde
Race: Aelfensi’
Age: 106
Sex: Male
Appearance: Niabrun is one of the Blaeledsi', and although he is larger than most members of the other races, he's small for one of the Aelfensi'. He stands short for his people, his height barely cresting 7 feet, and weighs in at just over 190 lbs, an extremely small member of the elven people. His skin is a deep olive in color, with small pinpoints of glowing teal in patterns across his face. His hair is usually kept in a series of braids, the berries tucked within the body of the braid to make it harder for them to be lost. The flowers that grow from his hair are similar to those of the dogwood tree, and are kept extremely carefully by Niabrun.

Traits:
  1. Spell-sniper: Due to the naturally difficult to aim nature of lightning, Niabrun has taken the time to practice his spells, repeating them over and over again to be able to accurately utilize them. While not as accurate as, say, a master archer, he is capable of hitting most targets of moderate size within forty or fifty meters with reasonable reliability.
  2. Arrogance: While a negative in some lights, his arrogance allows Niabrun to remain confident in himself during the tougher moments. Rather than becoming a sniveling mess where times get tough, Niabrun is capable of shoring up his mental state and pushing though, regardless of how people perceive him during it.
  3. Suspicion: A trait from his youth, and one he very seldom tries to let other clue in on, Niabrun has always held the belief that others were going to take away from him what he'd managed to earn, regardless of how he'd managed to get a hold of it. While this can make for pains when having to work in a team, he has developed a minor control over it, relying on it more often when nervous than letting it distract him from the task at hand or normal, everyday activities.
  4. Obsessive: Niabrun has pride in his skills, but only because he made sure they were what he wanted them to be. A bit nitpicky and perfectionist, the mage can often be found tweaking his spells by repeatedly casting minor effects, ensuring he is always doing what he can to improve them and their ease of use for himself.

Magical Art:
Niabrun specializes in magic revolving around the control and release of lightning, making him an extremely dangerous combatant. He has spent several decades in the study of it, and has developed a style to casting all his own, though it's a bit more flashy than need be, if only to satisfy his ego. This magic, in conjunction with his attitude towards most things, provides him little consternation when he has to fight, as he simply sees the challenge as something to be blasted into oblivion. As an extremely specialized caster, his understanding of his magic is very in-depth, but his experience and knowledge of others spell types, let alone how to counteract magical capabilities, is demonstrably obvious.

Equipment:
  • Half-staff- Niabrun has a piece of wood with a large piece of amber embedded in one end of ti, making it fully capable of being utilized as a club when need be. The primary use of it, however, it as a focus for his magic. Wrapped around it, and woven in and through the wood by an old druidic friend of his, are lines of natural copper, connecting the amber gemstone to the rod.
  • Satchel- He bears a moderately-sized canvas satchel, usually filled with a small amount of rations/jerky and a waterskin. There's room within for several books, though with its normal contents it could fit perhaps only one.

Biography: Cocky and brash, Niabrun has always had a bit of an ego problem. When he was young, he found he had an affinity for the violent manipulations of lightning. While he had tried to weave other spells, he was unable to make anything capable of being more than harmless lights. As he grew developed his magical capabilities his attitude became more and more of a Napolean complex, born of the jests and japes of his peers about his physical stature. As he slowly distanced himself more and more from his peers, taking a more lofty, aristocratic air over them, acting like they would always be less than he was.

As he came into his adulthood, Niabrun left his birthplace behind, traveling a bit to get a bigger sense of the world, and finding it to his displeasure. He continued to develop his magical strengths, forgoing research outside of what he was good at. While some questioned his intentions, he made it clear that his plans were to simply keep himself safe from any who would dare to test him like he'd been tested in his youth. Many began to avoid him in general, but he developed a small following.

Eventually, even those who followed him left him, though he'd become reasonably strong. He met up with the Silverheart Company when he found himself alone, finally realizing that he could gain no further strength without allying himself with others. Despite his distaste for the idea, he came upon the notion that, perhaps, if he could get to the fallen star, then he could reshape the world to his whims, providing a niche where only he fit.

Other: Niabrun has a small, sentient construct in the shape of an Asp that he keeps on his person at all times. It is rarely seen, and ever more rarely spoken of by the elf.

Signature: "Let's go ahead and do this!" -Luxin
Name-Sex: Good overall.
Appearance: Good though you can go shorter to a more humanish height if you'd prefer for the Neapolitan complex :p
Traits: I'm overall okay with these.
Magic: Okay.
Equipment: Good.
Bio: I'm okay with this. He holds no previous or mentioned residence so I'm excited to know as they travel where he is originally from. :p
Other: Okay. I'm assuming you mean asp as in the snake asp. Otherwise I have no clue what it is. :p
 
Character Sheet Review #5

User: Sodaguzzler
Name: Papierre du Blanc
Race: Human
Age: 24
Sex: M
Appearance: Pierre is a short black haired young man with blue eyes and youthful figure. Combined with his height of 5’5”, it was hard for him to convince people that he’s an adult. Pierre often wears travelling clothes and a flowing robe with wide sleeves which he covers with a larger cloak.
Traits:
  1. Exorcist : Pierre is an expert in dealing with the spirits and the (un)dead. Whether it’s Binding or Warding them, it’s easy for him. In some cases, he’s even able to take command of them.
  2. General Chakra Practitioner: Having to deal with various kind of spirits, Pierre does not specialize in any form of jitsu, preferring the versatility that it offers.
  3. Shikigami: Pierre is capable of creating artificial souls to do his biddings. However, it is borderline impossible for him to make anything smarter (and/or stronger) than an animal without a base to build upon. Manifesting them is a constant drain, unless he’s willing to chance them breaking free of his control (and likely going berserk.)
  4. Multi Casting: Pierre is capable of casting multiple jitsu at once provided he has enough conduits to cast them through.
Magical or Chakra Art(s): Chakra Arts
Jitsu List:
  • Elemental Jitsu – Projectile: Pierre can produce elemental projectiles. Fire, earth (stone), ice, water, lightning or wood depending on his need.
  • Blessing Jitsu – Ward: Pierre can put his paper charms to cover an area that lessen the power of magic and spirits. Require him to put his paper charms over solid surfaces (or liquid if he has to) and multiple to actually cover an area.
  • Blessing Jitsu – Bind: Pierre conjure chain that binds his target and preventing movement.
  • Enhancement Jitsu – Fortify: Pierre strengthens a material through his conduit. Although how much they’re strengthened depends on the material and how much power he put in. I.e: Using Fortify on his paper charms can at most make it as sturdy as a wooden shield.
  • Enhancement Jitsu – Manipulate: Using his chakra, Pierre is capable of remotely move an object as long as they’re attached to his conduits. Can only manipulate light objects.
  • Shadow Jitsu – Notice Me Not: Pierre makes himself unremarkable and beneath the notice of anyone around him.
  • Shadow Jitsu – Cloak: Pierre creates an area where he is undetectable through magical means. Requires multiple charms around him.
  • Shikigami: Create or manifest his bound servants to serve his need.
  • Shikigami – Proxy: Pierre can tap into his Shikigami’s senses as if they’re his own.
  • Exorcism – Seal: Imprison a spirit/soul inside a container. While the container itself can be whatever Pierre wants, actual container serve much better as a prison.
  • Illusion Jitsu – Sleep: Scatters around a swarm of flitting butterflies or falling leaves that makes people within it sleepy.
  • Illusion Jitsu – Clothes: Overlay a piece of clothing to appear as other clothing. Works best with singular piece of clothing that covers everything such as cloak or robe.
  • Misc Jitsu – Cantrips: Various convenience jitsus to make life easier. Includes but not limited to: Fire starter, cool, warmth, and conjuring a tiny spout of water.
Equipment:
  • 2 stacks of paper (@100)
  • 8 bundles of 50 Paper charms (chakra conduit) kept in various pockets of his robe and clothes.
  • Shikigami slips
  • Exorcism sword (chakra conduit)
  • 2 wooden scrolls (chakra conduit)
  • a knife
  • A bag to carry clothes and his papers and survival kits.
Biography:
Pierre was born in the land called Avalon into a loving couple of an assassin and an artist. Growing up in such family, Pierre was accustomed to both the practical side of the Chakra Jitsu and the artistic side and his parents wouldn’t have it any other way.

Pierre joined the Art Academy in the hope of being one of the Queen’s Approved artists like his parents. He was finishing his last year before attaining his license and his parents were being swamped with a lot of commission and things were looking up for his family. That was until the Queen uncovered and dismantled a coup attempt. The resulting cleanup caught his parents as possible accomplices. Normally, it would have ended with his entire family beheaded and their detached head used as flower pots. It was only their recent services to the throne that prevented their heads from rolling. However, it did not pardon their crimes. As punishment, their assets were seized. Additionally, they’re to not set foot in Avalon until they return with a MacGuffin, an object they’ve never heard of and one that the Queen did not describe.

His family was effectively exiled and his parents realized and accepted it. They attempted to find another place to settle down, although their skills meant that their only option was the nomadic lifestyle of the mercenaries. Now, Pierre looked for the Uldinzar in the hope of being able to go home once more.

Other:
  • Due to making his charms on his own and study in Avalon’s Academy, Pierre’s handwriting is incredibly good.
  • Can make models, dolls and plushies given the materials. Most of the time its paper models though.
Signature: Sodaguzzler
Perfectly acceptable.
 
User: Chev
Name: Rhordrid
Race: Human
Age: 32
Sex: Male
Appearance:
43d99d994e0312f17d07eadbf8542cdb.jpg


Traits: (These are the strengths your character may have, Maxed to 4)​
  1. Cunning: Although a powerful mage, Rhordrid prefers to use guile and charm on his foes. When that doesn't work, he breaks out the dark magic.
  2. Dark Magic adept: Rhordrid has spent much of his life attempting to learn as much as possible about the dark magical arts
  3. Eager to gain power: Although he is already quite strong, he's always looking for ways to become stronger.
  4. Capable with the magical arts: Rhordrid is a capable mage and has trained himself to use large area spells.

Magical or Chakra Art(s): Nether Magic. Rhordrid Is capable of using his magic to create horrifying mental images or firing bolts of dark magic that can burn foes. He is somewhat capable of using Necromancy but it isn't often used unless it's an emergency. He has been known to use his dark magic to control beasts but like the Necromancy, it isn't often used.

What Rhordrid is capable of using to it's full potential is dark magic that affects the area around him. He is capable of bringing down a storm of shadowy magic bolts, or a storm of fire-bolts.

Equipment:

Magical staff
Bag of Coins and a few gems
A small picture that is kept extremely private. Only Rhordrid knows what the picture is.
A small tome of spells kept inside the bag of coins

Biography: Not much is known about the childhood of Rhordrid but what is known is somewhat disturbing. His mother was a mage of minor talent who had left the Mage's guild and his father was a thief who she had a one night stand with after a night of heavy drinking, leaving her pregnant with a child she didn't want. After Rhordrid was born and despite not wanting a child, she did do her best to raise him and she eventually grew to love her son and began to slowly teach him the magical arts as he grew older. Then the good times ended when Rhordrid turned fifteen.

Rhordrid's father returned.

Rhordrid immediately took a dislike to his father and how he treated his mother. His father was a drinker, a scoundrel and abusive towards both him and his mother. It was five months after he returned that Rhordrid's mother finally took action against him after a drunken argument and attempted to use her magic on him, only for Rhordrid's father to strike first and he cut her throat.

As Rhordrid witnessed his mother's murder, something inside him snapped and his body began to glow with a shadowy aura as he closed his eyes, A loud crack was heard and when Rhordrid opened his eyes, he found himself staring down at the body of his father, his neck at an unnatural angle. Rhordrid simply stared down at the body of his mother and father and then grabbed a number of his mother's spell books, the dagger that his father had used to kill his mother and left the house under the cover of night and promptly vanished for a number of years before resurfacing occasionally, offering his services in exchange for gold and spell books. This continued for a number of years until he came to the attention of the Silverheart company. Rhordrid's history abruptly ended there.


There are two big reasons Rhordrid has joined the Silverheart company: The first reason is because he wishes to go on an adventure. The second reason is a bit more complicated. Rhordrid has spent the majority of his life seemingly unable to trust anyone or put his faith in anyone other than himself. He wishes to change them and try to change how he sees the world and the people in it. He wants to be able to trust others.


Personality: He often has a bit of an arrogant attitude. Only one documented incident has shown what he is capable of when he is furious and that was when a bandit stole a small photo that he kept on the inside of his cloak while he was sleeping. The bandit was later found hanging by his feet from a tree with his hands tied behind his back. When asked what had happened, the bandit could only repeat two words: "The dark...The dark..."

Signature: Chev
 
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Notice:

@Z'Greel, @aryamajor, @Script, @Grothnor, @Nilum, @Yoda, @Sodaguzzler & @Luxin

The In Character thread has been finished and is now up! I'm sorry for being so late as I originally planned on posting it on the 5th though RL issues and me getting sick became a major problem that forced so many delays. For that I'm sorry and I promise that I'll try harder and better to post on the actual date that I set up.

As for what is happening ICly, this RP is going to be far more social than combative and have far more focus on story and character development than actual combative focus. As such you're all free to mingle however you'd like since none of you know one another and even the NPCs and possible NPC that'll be joining you in your journey. There may even be achievements and Zeal given to you as you'd need. Also, just so everyone knows for the start of this RP everyone has a small bit of zeal, which I'll be calculating. This can be used however you'd please though I'd suggest saving it for the first combat or something of importance in case your character's life gets put in danger for unwise decisions. It's just enough to save your character's life from a bad decision. No more or less.


That said, here are some bullet points on what's going on and what you guys can or should do for now.

  • Make a Relationship: Talk with one another and discuss things. Get to have your characters know the other Characters as it will be important in the RP that all characters know each-others at least a small bit. Whether good or bad is up to you, but overall it is important to at least start. No one should be the edgy loner here. The Tavern is too lively to have such.
  • The Captain: It should be clear to all mages and Clerics that the Captain is an anti-mage and very resistant to Chakras. As such magic can't work or be formed when too close to the Captain and Chakra abilities are severely weakened when targeting Fuenté.
  • NPCs: Fuenté and Valdenfa are guaranteed NPCs that will be joining you and guiding you through the journey. 'Uka on the other hand is a possible NPC that might join you if the effort, any effort, is made. 'Uka is a very likely to join NPC and is easily gained.
  • 'Uka: Clerics feel a sense of danger from her (like they do to all magic users) and mages can sense that she has magical talent.
  • Things to do: Here are some suggestions on what you can do in the Tavern.
    • Talk with captain Fuenté.
    • Talk with Valdenfa.
    • Talk with 'Uka.
    • Ask about the Silverhearts.
    • Talk with the barmaidens.
    • Ask about what journey you might be taking.
    • Go down to the Training room and practice your martial skills.
    • Go down to the Library and read some books or practie your magic.
    • Go down to the Meditation room and Meditate or practice your Jitsus.
    • Pick a party member and start some interesting scenes with the,.
    • Talk with some other unnamed NPCs in the Tavern. You might learn something.
  • Nameless NPCs: You're free to talk and use them however you'd like for the time being. Only exceptions being the Gira Ka Barmaidens who've yet to be named due to their connection with 'Uka.
If you have any questions please don't be afraid to ask them. I would love to answer and any all questions you might have either here in the OOC thread, in the Discord server or privately via PMs. I know some of you prefer collaborative formats and it is okay and even encouraged. I'll admit my own personal limitations due to my lack of experience with such a format but I'm willing and eager to learn new tricks or suggestions if you all have any. I'll admit that I do like the idea of the collaborative format since it does it allow you and other players to RP in the PMs and form a single long collaborative post and work off of each-other rather than spam the IC with several small posts or have long individualistic posts without any real direct contact with the other players.
 
Notice:
Just a reminder, if anyone needs it I'm free to collab any of the NPCs if you'd want. I finished one with Z'Greel so I'm more than open to play Captain Fuenté, Lietenate Ranger Valdenfa,'Uka the Fallen witch or the 4 Barmaids. So if you want I can RP them with and do a Collab with you. Just PM me and we'll start.

Also, the set date for my next major post is going to be on the 19th, next Sunday so everyone has more than enough time to begin and the late joiners can still have a small chance to create their CS and get accepted. After that everything will speed up by quite a bit to once every Sunday I'll be posting.​
 
User:
~Nemo~
Name:
N'drin
Race:
Human
Age:
22
Sex:
Female
Appearance:
10d51426e0fc6bc8cfaf9e1c9fcf8fbf.png
She has long, ginger hair she always wears in a braid with round grey eyes, that can take on a lavendar hue in weird lighting. Her eyespermanently surrounded by dark rings from sleeping issues. She stands at 5'9 and is about 157 pounds of pure muscle, along with a few scars and freckles that decorate her tan skin. She keeps her wardrobe simple by donning black, grey and brown clothing.

Traits: (These are the strengths your character may have, Maxed to 4)
  1. Stealth: Light on her feet and quiet in nature, her skill in stealth is highly proficient.
  2. Silver Tongue: Her words are sharp and clever, making her a smooth conversationalist to most she comes across.
  3. Magic: She is decent with her magic both out in the open and when it comes to stealth, though she can still have issues from time to time.
  4. Hand-to-Hand: While improvement can be made, she is proficient enough to hold her own in a fight.

Magical or Chakra Art(s):
Magic.
Domain- Pyromancy. She is able to maniuplate, conjure and control the fire. She favors using the fire in explosive nature, and can also conjure the magic to her fist. She is learning to spread the fire to other limbs but for now, her fist is the only bodythat can be covered in fire.

Equipment:
Dagger-black hilt, silver blade. Simple build, yet very sharp and taken care of. As long as the dagger had been in N'drin's possession, the blade has never been dull.

Biography:
Quiet, Observant. She was orphaned at a very young age due to an accident that rendered her parents dead, though the cause remains unknown. N'drin became very skittish as she grew up, paranoid of her surroundings as she never knew what could be around her age any given time. She fed herself by pick-pocketing until she as about 10, as she discovered her affinity for the bright orange fire. Not long after she was taken in by an older pair who became her guardians and guidance through life.

Adventurous. Curious. Questioning. In her adolescence and under guidance from her guardians, she gained a voice and outgrew her paranoia. Developing a curious eye and exploratory nature, she was always causing some mischief which would some times lead to worse consequences with her smart mouth. This caused her to get into a lot of fights with the kids around her. As she got older around 16, she grew out of that stage and mellowed out focusing her time on her fire magic. While she had practiced with it in her younger years, N'drin didn't give it the dedication she gave it now. During the early days of her practicing, she overstepped her knowledge at the time and blew her right hand off due to a spell that backfired.

Determined. Clever. Adventurous. She is calmer now and rather persistent in nature. Leaving her home at 19, she set out on a unplanned journey wanting that sense of adventure she seemed to be lacking in her life. While she wouldn't trade her life for the world, it bored her. She wanted to experience more, witness more, become involved in something that was beyond what she could of ever thought of. In her fickle mind, this was on constant that remained so she followed through with it.

Other: She doesn't have a right hand.

Signature: ~Nemo~
 
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Notice:
I just want to remind everyone here that TODAY is going to be GM post day, so if you haven't posted yet please do so soon. I don't want anyone to get left behind and I really don't want any one to struggle with catching up. I'll be starting on my post at 4:00 PM PST, so everyone has until then to post.

I'll admit this was what scared me the most and I'm pleased by how many people did post thus far in the time they had, especially when beginning. Though again things might grow to a faster pace now since I'll be posting a major GM post every Sunday from now on. Thank you to everyone who joined and who posted.

Final note: Both Chev and Nemo are accepted and Nemo has today to post. Else she'll be skipped. (sorry.) Luckily nothing much will be happening besides NPCs moving around and the time changing towards more of a 'late night' type time. I'd say from an 8ish time towards more of a 9ish/10ish time.
 
Notice:
I posted though I won't do the events recap until tomorrow after work. I'm so sorry I'm late. I thought I had more time to do it than I initially thought. Next GM post will still probably be this upcoming sunday OR if everyone wishes to do more introductions and collabs in the tavern, the sunday after. Up to you guys cause the next Major GM post will be a time-skip to the start of the adventure.

Again, I'm really sorry for my late post.
 
Recap:
As I said, I'll make a quick recap of events in my GM post here.

Here are some bullet-points on some key things that have happened.

  • Time passed by an hour or two, the tavern isn't as lively as it first was but it's still well filled with drinking adventurers for the night. Places like the Training room, Meditation Room and the Library are all still full because clearly mages, warriors, and Clerics don't know what sleep is. Just like Drunkards. It's currently around 9:00PM as an estimate.
  • Valdenfa went back to see the Captain and is talking with Sir. Fuenté about something. If you drop on by or sneak yourself in you might get to hear some crucial details. He does seem to be in a rather Jolly mood as well as he sees how some members of the group are interacting.
  • Sir. Fuenté is currently still in the captain's quarters/strategic room.
  • 'Uka is currently packing for the trip that she is still uninvited to go in.
  • 'Uka's Mother has been spotted heading down. You can follow her and see where she goes and what's up with her. Maybe talk with her or better yet, spy on her.
  • Thorin Has been asked a good question for a famous hero of reputable feats in an arena.
And that's about it, nothing much. 2 Sneak-focused challenges are available for anyone who wants to take it but besides that, lots and lots of Charisma focused things.
 
WIP

User: Potatocat
Name: Havelock
Race: Dvergr
Age: 132
Sex: Male
Appearance:
24eb01f1fb791f34d76ea9340dedcfd2.jpg

A dwarf of average build, if not a little chubby. And clearly a magnificent moustache. His clothes are worn and have obviously been mended many times. It appears as if they are his only set.

Traits:
  1. Survivalist: Havelock has spent much of his life living in the woods and living off the land. He knows how to survive in the wilderness.
  2. Jolliest Dwarf: Havelock is particularly chipper, and while certainly odd, he comes off as rather nonthreatening and kind.
  3. Woodland Medicine: Havelock has mastered the use of herbal cures and remedies, and knows where to find the plants to make them.
  4. Animal Affinity: Animals of all sorts have a natural tendency to trust and tolerate Havelock more than they might otherwise. Although more aggressive creatures may still attack him if he isn't careful.

Magical or Chakra Art(s):
Havelock is a chi user. He is able to channel chi through animals, and as such copy their various attributes from said animal and give them to himself or others. For example, strength of a bear, speed of a gazelle, cat like reflexes. He must be in contact with the animal and whoever he is bestowing their power.

Equipment: All weather clothes, knife, water skin, things to keep food in, cat named Snickerdoodle, walking staff.

Biography: Havelock was born and raised in one of the larger dwarven cities, but never found city life to be for him. He left for the life of a forest hermit. Living out in the wild with little more than the clothes on his back. Unfortunately for him, city life had not prepared him for this sort of rugged living and he pretty much made it up as he went along. Over the years he would learn the keys to survival in the wilderness and make them his strengths. His natural inclination towards animals certainly helped as he largely learned from studying them.

Over several years of living alone in the woods, Havelock grew lonely and his adventurous spirit started to pull him out of the woods. He wandered looking for adventure for a year or so before hearing tales of Uldinzar and a band of mercenaries preparing for a journey to find it. Finding the story compelling, he joined the Silverhearts.

Other: DORF!
Signature: I am a meat sandwhich named @Potatocat
 
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Notice:
From now on I'm going to be posting major GM RP posts every second Sunday, this way everyone has enough time to post. So rather than posting it today I'll be posting my next GM post next sunday and thus continue the story from there. I hope this gives everyone enough time to properly post.

This is temporary and will only last until I begin to notice everyone is able to post more frequently and faster, in which I'll then bring it back down to every sunday.
 
Notice:
For this major GM post only I decided that instead of posting it today (though it is already ready) I prefer the idea of instead posting it NEXT week. There are many reasons for this IRL and RP wise. For RP I want everyone to have a few more interactions between characters and NPCs via Collabs and to RP with one another a few more. I also want everyone to have the chance to take in the other opporunities within the RP like talking with the green Fallan female with blue tattoos, getting to know the elf ranger known as Valdenfa or even know Uka, her parents or the Captain a bit more. If not the NPCs I'd love to see more PC with PC interactions as well. Either way please utilize this week to the fullest possability.

For IRL, my main reason is that this set of weekends would give me too little time for focusing in my RPs due to family. However next weekend and every second weekend after that I'll be far more free to RP with everyone and to focus more on my RPs. This will be far more beneficial now and in the future. I do hope everyone fully understands.


Now, what the collabs I did, DID change (Once Z'Greel's collab post it up) is the following:

  • Uka the Witch is now a part of the team. Congratulations to both Grothnor and Z'Greel.
  • Valdenfa is now alone or talking with Uka, whichever you'd prefer.
  • The Captain is now alone, so if you want a more personal talk with Fuenté you are now capable in doing such.
  • The the green and blue tattooed Fallan woman is still walking and can be followed or talked to. Either works.
 
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