The Legend of Renalta (OOC/Sign-Ups)

Nilum

The Wanderer Returned
Benefactor
Status: Full and started. (14/12 Player Slots taken.) (Player Slots do not equate to number of characters.) (Preference will be given to older players.)

The IC can be found here!

Chapter 1: The Premise
Come one, come all, for you are about to hear of a tale, passed through the ages, spoken many times by many storytellers such as myself. For that is why you are here, is it not? To hear a story, told by my ancestors to me, and now, to you? Let us begin, then, with a tale as old as our history... A tale older than even most of the elves of this world.

Once upon a time, there was a marvelous and incredible place, known as the Kingdom of Renalta. There, all the races of the world lived in harmony, all beliefs were equally tolerated, and all individuals equally cherished. Vampires and men lived side by side without fear, mages practiced their art without punishment, and the kingdom was in the midst of a golden age, becoming a world superpower in its own right. At the heart of this kingdom was a royal family, of a pure moral compass. The royal family had three daughters: Myria, Kouri, and Kyri. Their names sound strange to us now, but were from a different time, for this was over a thousand years ago.

This royal family however was beset by grief, as their eldest daughter one day vanished without a trace, and without a son to call their own. The two remaining princesses were taught from a young age about politics, war, and religion—the three most important elements of the kingdom. The kingdom continued to prosper, even as their future was uncertain. It quickly became apparent that Kouri was the more beautiful of the two, possessing an elegance that could only be described as heavenly. Many a fair men, and even a few women, tried to ask for her hand—each rejected, one by one, in turn.

One day, however, a new archangel was christened in the heavens... His name was Typhon. He went to the mortal realm, to the Kingdom of Renalta, and was awestruck by what he found there. His heart fluttered, his mind grew imaginative, and he sought Princess Kouri’s hand in marriage. All expected her to say yes, to take her place in the heavens, where her beauty would be preserved forever... Instead, she said no. Typhon was hurt, a childish jealousy overtook him, and left the kingdom enraged. The following night he returned, and put to the torch the entire capital city of Renalta—the shining jewel of the entire kingdom. Angels were slain, many tens of thousands slaughtered, and yet, while the royal family was slaughtered, not one spoke of where Princess Kouri had gone.

Typhon searched the land as the capital was flattened to the ground, scorched with a holy fury the world had never seen before. He searched and he searched, finding no sign of the woman he had sought for himself. In the end, the Gods took him back, and punished him for his unusually cruel and foolish act, for it plunged the rest of the world into a dark age.

It took six hundred years to recover from that dark age. The only empire to endure were the Free Holds—the slaver city-states of the northern desert, across the blood sea. Ruled with a capricious hand, bent only on wealth and power.

South of the blood sea, four hundred years ago, the Kingdom of Rheinfeld arose, north of the mountains of Renalta... A theocratic kingdom of strong-armed rulers, and weak commoners. What was once the east coast of Renalta, two hundred years ago, arose into a kingdom all her own—The Kingdom of Liveria—isolationist, and ever distrusting of foreigners.

No gem. No great places. Just toiling and misery for the majority of us all.

It is, however, rumoured, that after a thousand years, the Princess would awaken once more, surrounded by her guardians—the King’s Rangers. That the Princess will return and banish the Gods from the world, and rebuild her kingdom of ancient marvel... If it is to happen, it will happen soon.

The only question is whether those who are called to her side, will heed that call, or stay quiet, and safe.

Chapter 2: Character Sheet
(Click here for a copy-paste version of the character sheet.)

Name: (Your character’s name.)
Age: (Your character’s age.)
Sex: (Your character’s physical gender. IE: Male or Female.)
Appearance: (A text description or image will do equally fine.)

Background Choice: (Every character is presumably born into this world, and as such, had a life before being recruited by the King’s Rangers to help Princess Kouri. Check Chapter 3 for a list of Background Choices. Your Background Choice will help determine how other characters react upon seeing yours.)
Motivation: (What is your character’s motivation to help Kouri banish the Gods?)
Biography: (Your character’s history and personality. One paragraph minimum is required for me to be able to gauge your writing here. You may write more than this if you wish, but, no more than one paragraph is required.)

Strengths: (Your character’s strengths. This will help me to gauge how strong or weak your character is, and by extension, how appropriate they are for this role play.)
  • I am a Strength.

Weaknesses: (Your character’s weaknesses. This will help me to gauge how strong or weak your character is, and by extension, how appropriate they are for this role play.)
  • I am a Weakness.

Domains of Magic: (If your character possesses any magical talent, what can they generally do? Ex: Pyromancy, Healing, et cetera. Be aware that magic characters are the hardest to balance, so don’t be surprised if it takes more than one edit to ensure balance here.)
Equipment: (What your character carries, though especially any sort of combat or utilitarian equipment.)

Other: (Anything else you’d like to mention about your character?)

Signature: (Put your username here to verify that you understand the rules and guidelines of this roleplay, and that you agree to follow all of them.)

Chapter 3: Backgrounds
Your character was—presumably—born in the world of Renalta. This means they have a connection to the world in the form of where they grew up, and what sort of life they had before joining Kouri’s group. This background choice will affect how the world reacts to your character, like NPC’s. You may also receive PM’s loaded with information from time to time, should it be relevant to your character based on their background—like what their homeland is like when they’re there. NPC’s from a character’s past may also appear, and important NPC’s may remember them in passing (or vice versa).

Simply choose one of the options below, and put it into your sheet. There is an “other” option if none of them appeal to you to allow you to customize your own, but it will cause less unique interaction opportunities to occur with the world as a result.

Prerequisites tell you details that must be filled in your character sheet for it to work. Some are race locked, others are bound based on your social caste. Limit states how many of a given character background can exist. If the limit is 3, than I will not take more than 3 characters with that background choice. Some backgrounds do overlap and that’s normal. :)

Final Note: Keep in mind that regardless of your choice, you won’t be able to bring your assets with you. Slavers have to leave their slaves behind, nobles have to leave their households behind, et cetera. You can attempt to use these resources by sending them messages, or if you’re in the appropriate area you can try directly contacting them—but this does entail a huge amount of risk on your resources, so beware doing this casually.

A Better Life: You are a regular civilian in one of the nations of the world—trying to evade slavery in the Free Holds, living as an illiterate in squalour in the Kingdom of Rheinfeld, working as a serf in the Kingdom of Liveria, or living in a tranquil village in the Renaltan Remnants—and have recently become dissatisfied with your life. You have briefly trained yourself with a weapon, the art of magic, or perhaps you’ve taken more to the life of subterfuge... Regardless, you hold a grudge against the Gods, or you hold a great appreciation for the legends of a kingdom that would treat you far better than the place you live in now... That would be able to offer a lot more to your children, than your place of living ever could. Your grumbling is heard, and a King’s Ranger finds you, and offers you something you could have never imagined...
Prerequisites: Come from the Renaltan Remnants, Kingdom of Rheinfeld, Kingdom of Liveria, or Free Holds.
Limit: None.

Legend Seeker: You are a seeker of legends in this ancient world, and regularly delve into dungeons, catacombs, and ancient ruins in search of priceless artifacts or knowledge. For whatever reason—be it intellectual curiosity, an appreciation for history, a search for beautiful things, a desire for glory, et cetera—you have been recently searching for the princess of legend. You discovered a few clues, and your curiosity was rewarded when a cadre of King’s Rangers found you and recruited you to the cause... A chance at not only learning about the Kingdom of Renalta and Princess Kouri, but restoring them to their rightful place.
Prerequisites: None.
Limit: None.

King’s Ranger: You were born and recruited at a young age into the King’s Rangers in secret. You’ve spent your life learning how to hunt, how to wield disguises and the arts of subterfuge, how to fight—with blade, bow, or magic—and you’ve done all of this for a good cause. You’ve spent your life, as those before you have, keeping alive a one thousand year old tradition of waiting for Princess Kouri of Renalta to awaken and return to banish the Gods and restore the old Kingdom of Renalta. Regardless of whether you actually believed it would happen, it has: She has returned, and among many candidates, you were selected to be one of her personal protectors... A great honour.
Prerequisites: Be a King’s Ranger. (Any race/nationality allowed.)
Limit: None.

Knight Without Cause: Yours is a sordid life. A nobleman (or an especially rich commoner with the appropriately forged documentation), who decided to forsake their old life to become a wandering knight of honour. Yet, there is but one issue with your noble dreams: You have yet to find a noble cause to serve, that is willing to accept you. You have a great admiration for the legends of the old kingdom, or, conversely, you simply have a strong dislike of the ignoble Gods that often leave the innocent to suffer. So when the King’s Rangers came to you at your campsite, you couldn’t help but say yes before they could even tell you what task you were to be given...
Prerequisites: Carry with you a book that certifies your lineage to be noble—even if you forged it.
Limit: None.

Royal Loyalist: You have dreamed ever since you were young, being told of legends about how your village was once part of a grand kingdom run by a tolerant, compassionate royal family. Throughout your life you have dreamed of what such a place would be like while toiling in the fields, or hunting for wild game, and while most abandoned any hope for this dream as a child, you’ve clung to it deep inside. You’ve sworn to yourself that, should the Princess ever return and call upon you in her hour of need, you would gladly serve her. Anything to rebuild the paradise of legend. Lucky for you, the King’s Rangers have come knocking...
Prerequisites: Comes from the Renaltan Remnants.
Limit: None.

Amazonian Wanderer: You are from the jungle tribes of the Amazons, a matriarchal society. You were raised to believe that women were the superior warriors, as they were the ones to partake in the blood ritual that empowered them to great feats of strength. As some before you have, you have decided to prove your true mettle, to be worthy of joining their ranks. You, however, have decided to do this by finding a great and powerful artifact beyond your home. Like many Amazons, you have a general disdain for the Gods, and spit on the rituals of others who beg the heavens to help them. A King’s Ranger took notice one day in a bar, and offered you a chance at something that will get you far more honour than some simple trinket...
Prerequisites: Be Human. From the Amazons. (Their only neighbour is the Free Holds. They regularly fight off slavers, who sell Amazons as exotic stock.)
Limit: 3.
Note: Male Amazons can participate in this as well, but do so without the approval of their people, and will generally have a difficult time dealing with women who are authoritarian. Their homeland is a thick jungle full of dangerous animals, many of which are stronger than their real world counterparts. They also do battle with an insectoid hive mind race, and a cult of crazy cannibalistic elves. It’s not the most pleasant place to live.

A Home for Mages: You have spent most of your life learning of the fabled art of magic. Tomes sprawled before you, either by loving parents, or an overly cautious wizard. You are told of a time when magic was explored freely, without fear or price, and you often contemplate such times while learning how to weave a new spell. Rheinfeld is no home for mages; they condemn them to death. Liveria is no home for mages; they restrict them heavily to learning only “non-evil” magics, which are so vaguely defined. The Free Holds are no home for mages; they are only interested in magic to use it to enslave and destroy. Despair not, however, for a King’s Ranger visited you and told you of the Princess of Legend—a spellcaster herself—who sought to rebuild her old kingdom. A real home for mages was possible, and all you had to do was risk your life for a woman with a legendary sense of compassion against Gods who have never once seemed to care for your existence. A small price to pay, isn’t it?
Prerequisites: Be a Mage.
Limit: 3.

Druid of Kiune’s Circle: You are a druid, a spellcaster who focuses on nature and animals. You have forsaken your old life to live in service of one of the most powerful druids of all time—a woman named Kiune. Though you have served her loyally, a part of you yearns for more, for a way to help those suffering beyond your woods. Noticing your empathy, Kiune has given you a unique task—to serve the princess of legend. Following a King’s Ranger, you go in pursuit of your new task...
Prerequisites: Be a Mage. Serve Kiune the Archdruid.
Limit: 3.

Dark Elven Outcast: You are a Dark Elf. Your kind lives a dangerous life, where each year that passes is another year closer to the inevitable madness taking you. You either lived a life in the capital city, indulging in one of the many maddeningly obtuse tastes like the nobles did, or you spent your life as a member of a wandering clan—keeping the capital safe from incoming attackers. Either way, you lived your life in The Abyss—an ever changing series of paths that often disconnects people from their homes. You ended up disconnected from your home, while out wandering in The Abyss for one reason or another, and found yourself out on the surface. With no reliable way of returning home, you glare at the sky—at the Gods who cursed you and your entire race to live in a hellhole as beings that can’t simply die, but who turn on their friends and families like rabid dogs. Your distaste of the Gods is well known, however, and after a few drinks at a bar lamenting, a King’s Ranger taps you on the shoulder and asks about your talents. Upon hearing about them, he offers you a chance at something far greater than your old, capricious, stoic home: Restoring the Kingdom of Renalta... A place of legends. An act that would surely make Dark Elves come out looking for you to bring you home, as a new member of their illustrious nobility...
Prerequisites: Be an Elf (Dark Elf).
Limit: 3.
Note: Dark Elves do not die from old age. Instead, every year they age, they run the risk of going totally bloodthirsty mad and murdering everyone around them before killing themselves. There is no way to discern when this is going to happen beyond age—every year, the chance increases slightly. No Dark Elf has ever lived longer than 800 years before going mad, and 600 years is considered their equivalent of elderly.

Dwarven Expedition Survivor: You are a dwarf, one of a small expedition of around 50 who went for a legendary prize: An artifact from the ancient Kingdom of Renalta! You’ve been fascinated with this for a long time, as the Dwarven ideas of meritocratic gain and the Kingdom of Renalta’s open, tolerant ways once made for strong allies! At the very least, you and many other dwarves believe this. You delve deep underground, and find what you are looking for. Unfortunately, it’s guarded by Dark Elves. They refuse to hand it over to you, and before you can turn away, one of them assassinates your leader! You fight long and hard, but in the end, you are the only survivor. Badly wounded, you grab the artifact, cradle it in your arms, and fall unconscious.

You wake up the next morning, being tended to by a King’s Ranger. She witnessed your bravery, and has offered you something far greater than a trinket: A chance to restore the legendary Kingdom of Renalta itself! Dwarves everywhere would surely be naming their children after you for generations if you accomplished such a monumental task! Besides, fuck those poncy Gods anyway, they didn’t earn anything they have, and that’s very not-Dwarvish!
Prerequisites: Be a Dwarf.
Limit: 3
Note: If more than one person takes this origin, than there are multiple survivors—all badly wounded, and all wake up tended to by the King’s Ranger.

Elven Outcast: You come from the Dark Forest, hundreds of miles of forest that protected you and your civilization from the outside world. You lived in eternal isolation, as even a single disease from any of the other mortal races would wipe out all the children of your village. One day, however, you decided you must leave your people—perhaps out of curiosity, perhaps in search of a cure for the weak immune system your race’s children face, perhaps because you were banished—and did not turn back. Now, you cannot be allowed back, as you are filled with diseases that could kill any number of children. You are an outcast, in a foreign land, with no real home. The legend of Renalta comforts you some cold nights, until one such night, a King’s Ranger offers you a chance to bring back the only Kingdom that could care to find a cure for your people... Or, who at least, would be indebted enough to you to give you a pleasant home.
Prerequisites: Be an Elf (Progenitor).
Limit: 3.
Note: Progenitor elves live to be over a thousand years old, but memories in excess of two hundred years start to fade away from them. Some remain present for long periods of time, while others fade almost immediately. They have long-term, systemic, species-wide amnesia. Elves who have left their home for a sufficient amount of time may not even remember their families and friends—just that they are not allowed back on pain of death.

Ex-Liverian Witch Hunter: You were once a witch hunter for Liveria. You hunted down vampires and slew them with wild abandon, and killed those mages that practiced dark, evil magics. Even as a member of this illustrious organization, you were never fully certain what constituted as evil. It was simply “that which could pervert life” and, well, there was many forms of magic that could fit that description. You start to doubt your purpose, and your heart stirs with the legends of the Kingdom of Renalta. While you are Liverian now, like every Liverian, you were once Renaltan—and you feel empathy for your Renaltan brethren.

One day, a King’s Ranger visits you, and sees you sparing someone you should, rightfully, be killing. You bow your head respectfully to the King’s Ranger, and he offers you the chance of a lifetime: Join the Princess herself, and restore the kingdom of old. You leave your old order behind, and take your talents (and prejudices) with you in the name of ages old patriotism.
Prerequisites: From the Kingdom of Liveria.
Limit: 3

Ex-Silver Shield: You grew up on the opposite side of the King’s Rangers. You served the Gods as one of their mortal warrior worshipers, who sought out to destroy any and all enemies of the Gods—demons, and agents of the King’s Rangers. One day, after capturing a King’s Rangers, you let him speak. Your curiosity gets the best of you, and you let his serpentine words into your mind. You consider them: Why did the Gods destroy Renalta? It was unholy, of course!... But, why? You don’t know. It plagues you, it eats away at you. Eventually, you can’t take it anymore, and you ask your superior. He grows angry at you and strikes you, and soon after being disciplined, you abandon the order. The King’s Rangers capture you, and you simply allow it—to atone for your sins however, instead of dying, they have offered you a real chance at redemption: To help the Princess of legend, who has recently awakened. A chance, perhaps to clean your stained hands, and learn the truth of who this Princess really is...
Prerequisites: Magic is restricted to “holy” classes. (Light manipulation, divine force, and healing.)
Limit: 3.
Note: You are a traitor. If the Gods or the Silver Shields capture you, they will kill you without second thought and without mercy.

Ex-Slave: You were once a slave within the Free Holds. Perhaps you were used for labour, perhaps you were a bodyguard, perhaps you were an entertainer in the gladitorial arena, or perhaps you were used for more salacious purposes. Regardless, one day, you found a way to escape your slave master—perhaps he or she is dead now, perhaps not—it matters little to you. What matters is that you are free, without a penny to your name, in a land likely to reenslave you. You think of the tales told to you, of a legendary kingdom ruled with compassion. You stare out toward the sky, to the Gods who took such a place from you, and when you look back down, a pair of robed King’s Rangers make you a deal you can’t refuse...
Prerequisites: From the Free Holds, was once a slave of some type.
Limit: 3.

Ex-Templar: You once served the Templar Order of the Kingdom of Rheinfeld as an anti-magic crusader. Your purpose and goal was to protect the state and its people from witches—those who use magic—and to ensure that the status quo was maintained. One day, you came to question your purpose, as the people lived in squalour, the witches never seemed to cease coming—perhaps, some were even innocent of the judgments they received—and the Gods always seemed unnervingly silent. One day, you stepped away from the Templar Order—either gracefully or violently—and began to truly question the Gods. When the King’s Rangers gave you the opportunity to work with the Princess of legend, you took it—hoping to do right where the Gods you worshiped did wrong.
Prerequisites: Comes from Rheinfeld, Not a Mage.
Limit: 3.

Foreigner from a Foreign Land: You are from a distant, foreign land, far, far to the south. You were banished from your old home, or, you chose to leave it voluntarily without any chance of returning, for your journey took you across the Swamps of Time. You saw aberrations there, many terrible dangers, and the signs of several others who had died trying to make the trip. Through sheer luck, you made it to this foreign land, in search of a legendary kingdom known as Renalta, only to discover that it was gone. A thousand years gone. You despair, knowing that there is no other place for you. For your foreign tongue, your foreign (Asian) face, your foreign weapons and clothes... Only for a King’s Ranger to see you despairing alone. He taps you on the shoulder, and upon hearing your story, tells you of a single survivor—a legendary princess, who now needs your help...
Prerequisites: Be Human. Ethnicity: Asian.
Limit: 3.
Note: You come from an Asian culture (primarily inspired from a mix of Japan and China), and as such, your weapons, clothes, language, and mannerisms are foreign.

Free Holders Slaver: You were on the opposite side of the coin of fortune, and found yourself not only free, but an owner of slaves. Perhaps you trained them, perhaps you sold them, perhaps you even used a few of them yourself. Still, you know that one day the coin of fortune could turn capricious without warning. You look to the sky, remembering the tales of Renalta, and the kingdom that once stood there. Perhaps it wasn’t perfect, but who said the royal family could not be reasoned with? These were, after all, different times. A pair of King’s Rangers appear behind you, and you turn to face them in a relaxed fashion. They offer for you to aid the princess of legend, and though you doubt it initially, you wonder: If slaves could make you this much money, how much could a Princess in your eternal debt make you? After all, a Free Holder is in it for the coin: With, or without slaves...
Prerequisites: Owned slaves. Comes from the Free Holds.
Limit: 3.

Outsider Nobility: You are a nobleman from the Kingdom of Rheinfeld or the Kingdom of Liveria, or the Free Holds. You’ve spent your life toiling away to improve your family, learning of all the social arts, the way of war and perhaps even some magic if you were so inclined, and could get away with it. For one reason or another however, you’ve held sympathies for the princess of legend, and have dreamed of aiding her—perhaps to improve your status, perhaps to improve your bloodline, perhaps out of a genuine sense of noble intentions. Regardless, when the King’s Rangers came for you in the night, and made the offer to join her, you accepted.
Prerequisites: From the Kingdom of Liveria, Kingdom of Rheinfeld, Free Holds. Is a Noble.
Limit: 3.
Note: If from the Kingdom of Rheinfeld, you cannot be a mage. If from the Free Holds, your family most likely owned slaves—whether your character was comfortable with this or not.

Renaltan Nobility: You are a poor nobleman living in Renalta. One of a few remaining, as most have left these lands—married themselves off to Liverian or Rheinfelder families. A few even to Free Holder families. Your family is one of the last holdouts, owning some farmland and maybe a nice little hamlet. You, however, refuse to standby and let this go on. One way or another you’re going to improve your lot in life, you’re going to get back at the Gods who cursed everyone in the Renaltan Remnants to live like this, in eternal fear of growing. When the King’s Rangers came knocking, perhaps out of a sense of patriotism, or perhaps out of a self-serving motive, you decided to join the Princess on her journey.
Prerequisites: From the Renaltan Remnants. Is a Noble.
Limit: 3.

Young Vampire: You are a vampire, who was only brought into the fold within the past ten years. You do not really remember the taste of food, nor what the feeling of warmth running through your veins is like—beyond, of course, that of those you drink from. You don’t have to be a monster of course, there are those who sympathize with what you are, who are willing to give you what you want in exchange for your... Services. You spend your life hiding, and after some years of this, it is starting to get to you. Maybe other vampires can spend eternity as stagnating monsters, but you yearn to grow—you desire to flourish. Only the Kingdom of Renalta would let you even try to grow, but alas, they are long gone. The Gods took them from you—the same Gods that “ordain” those Liverian Witch Hunters who so gleefully murder you and your kind... Yet, a King’s Ranger manages to catch you off guard in the midst of your brooding. One who has heard of your desire to live without fear of society killing you. He’s offered you something you thought wasn’t possible... A chance at helping that legendary princess. A chance at getting what you want, and, perhaps, more...
Prerequisites: Be Undead.
Limit: 3.
Note: Vampires are divided into three subtypes known as broods. These types are called Malaki’s Brood, Diana’s Brood, and Garroth’s Brood each respectively. Malaki Broods specialize at melee violence, Diana’s Brood at social manipulation, and Garroth’s Brood at controlling the undead. If you make a vampire character, PM me for details on which one interests you most.

Other: Yours is not one of these fates listed above. You are something else entirely. All you must answer, then, is this: Why would you help this Princess of legend restore her old kingdom, and how did the King’s Rangers come to learn of your true intentions?
Prerequisites: None.
Limit: None. (Though I would prefer less than half of all characters take the other route.)

Chapter 4: Rules & Guidelines
Here are the rules and guidelines for the roleplay. They’re pretty simple I think, but, you know the drill: We have to go over them all anyway. Just to be sure that everyone is on the same page.

  1. Do not Godmode. To define it here: Godmoding is when you make a character that is so absurdly strong that they can resolve every problem in the story single handed without trouble. No, coming slightly under that won’t help you.
  2. Do not excessively Metagame. I don’t mind if you guess certain things about other characters, but try to avoid going so far as to read their minds. If you’re in doubt, simply ask if your character would know something about someone else’s character. This prevents issues that may create plot holes and hurt feelings. :)
  3. Do not Autohit. That is, do not assume your character has struck another. You can make plans ahead of that, but write them correctly to account for potential failure. (Ex: “John swings at Joe, and if he hits, he’ll attempt to tackle him to the ground.”) I’ll determine whether or not your character has managed to strike a PC or NPC, this keeps the power in my court, and allows me to generate sincere tension in the story.
  4. Your character can die. Death does not occur all the time—usually just in combat or in tense situations—but it, again, allows me to create tension. I’m more likely to just wound your characters or knock them out than kill them.
  5. I’m the GM. I’m the God above the Gods. My word is law. Please don’t argue with me all day about it. I’m more than willing to negotiate and reason with you about your character to try and find a happy medium, but at the end of the day, if I put my foot down, that’s it: Discussion’s over.
  6. I reserve the right to update these rules at any time. If I do, I’ll post in this OOC thread that I’ve updated the rules—so those subscribed to it will be alerted.
  7. ... Have fun? That’s the entire intention of role playing, isn’t it? :)

Chapter 5: Ancillary Information
Here is where you can find information about the role play. Specifically, how many characters there are, the demographics about those characters, and how many are approved/inactive/dead each respectively.

Male-Female Ratio
  • Male: 11. (58%)
  • Female: 8. (42%)
  • Neither/Either/Both: 0. (0%)

From What Background?
  • Amazonian Wanderer: 1.
  • A Better Life: 2.
  • A Home For Mages: 1.
  • Druid of Kiune's Circle: 1.
  • Dwarven Expedition Survivor: 1.
  • Elven Outcast: 1.
  • Ex-Slave: 1.
  • Ex-Templar: 1.
  • King's Ranger: 1.
  • Knight Without Cause: 1.
  • Legend Seeker: 1.
  • Outsider Nobility: 3.
  • Royal Loyalist: 1.
  • Other: 3.

There are none here as of yet... Will yours be the first?

Achievements

None here yet. It will be noted when characters...

--Achieve relationship milestones with NPC’s.
–Engage in a romantic or sexual relationship with PC’s or NPC’s.
--Get wounded badly.
--Get killed.
--Use diplomacy in a clever manner to avoid conflict.
--Murder people.
--Et cetera.
 
Last edited:
Chapter 6: Questions & Answers​
Q. How strong can my character be?!
A. Within reasonable limits. Keep in mind that more powerful people in this world (especially mages, but the same is true for warrior and rogue types as well) tend to draw a lot of attention to themselves. Princess Kouri is looking to try and traverse this world with as little attention drawn to her as possible, meaning that characters who are too powerful will be barred from service. You’ll want to look at characters within the range of a newly christened knight, or a squire learning his way around the sword, or an apprentice mage who has been learning the basics for a few years, or stuff like that. That being said, there can be variance in power within the party—not everyone needs to be at the same level of strength! It’s up to you how strong you want your character to be, so long as it doesn’t go beyond a certain level. If it does, I’ll let you know and we’ll work together to tone it down. Basically: Don’t be so strong that your character would be recognized in courts all over the land as “the legendary chosen one” and we’ll probably be fine.

Q. How important can my character be?
A. Anything from a commoner to a minor noble. Anything beyond this runs the risk of a character becoming too important to be able to properly engage in subterfuge. It also raises other important questions, like why they’re abandoning everything to help someone who, by all means, hopes to destroy the system they benefit the most from.

Q. Can I have more than one character?
A. You may have up to two characters, though each needs to be approved separately. Characters do not take up player slots—so regardless of whether you play as one or two characters, you’ll be counted as having taken one player slot.

Q. What are the focuses of this role play? What do I do?
A. The overarching objective is to get Princess Kouri to her destination safely, and in doing so, banish the Gods using her unique bloodline. In the meantime, to get there will involve combat, missions of subterfuge and disguises, exploration of the unknown, and other such things. Sometimes, you’ll fight people. Sometimes, you’ll hide. Sometimes, you’ll talk your way through issues either deceitfully or truthfully. You do a variety of things in this role play, not just combat, and there may be long stretches without any combat whatsoever dependent entirely on how your characters deal with situations presented to them. If that bores you, look elsewhere for a role play, as this role play is focused on developing characters. That’s where the meat and potatoes of this roleplay lays—character interactions, with the world around them, and with each other.

Q. This world is huge. How do I learn more about it?
A. Ask me, I’ll happily answer. I’ve been writing this stuff down for ages and have been working on a massive Wikia project for it, though it’s nowhere near finishing, so feel free to just ask me if you’re curious about something.

Q. How dangerous is combat?
A. Your characters can die in it. Every time you engage in combat, there’s a chance a member of the party will die in combat. There’s also a chance that more than one will die. How you approach combat adjusts the odds of your character’s death, but it’s never a complete 0% chance—there is always a chance your character can die. In other words, you probably want to avoid it most of the time, save where there is no other choice, or where the risk is outweighed by the reward.

Q. I want to play as a vampire, or a lycanthrope.
A. PM me first. There are special rules concerning both you should know about before you finish your character idea.

Q. I want my character to have Renaltan royal blood in them.
A. No.

Q. Please?! I just want to be a Renaltan royal blood offshoot several generations removed!
A. It would literally make no sense, so no. Pick from one of many, many other choices, though.

Q. I want to learn more about the country my character is from.
A. Ask me in this thread, I will let you know. I’ll also try to ensure that any information your character would know about their country of origin is always relevant and presented to you when it’s needed.

Q. Why are some of the background choices capped at three?
A. Because it would make no sense within the context of the universe, for the journey the characters go on. If we have too many vampires for example, it will upset the overall balance of the role play. A diverse party is encouraged in doing this, rather than everyone being ex-slaves or otherwise. :)

Q. What is the total list of countries, and information on each?
A. Here are the most important countries of note. All of which are notably human-dominated. A brief synopsis of each will follow.
  • Renaltan Remnants: The Renaltan Remnants are the catch-all term for the villages and towns that scatter the Renaltan countryside after the Kingdom of Renalta fell. It is a rather idyllic place, though lives in constant fear of further retribution from the Gods, is raided by bandits and orcs, and has no standing army of its own beyond town militia. Commoners from these lands tend to be the safest, whereas Nobles tend to be the poorest out of any other country. The land is primarily comprised of rolling hills, farms, and fertile grasslands.
  • The Kingdom of Liveria: A Gothic-themed country in architecture, with one large city named Liveria as the capital. It is an oligarchy of nobles, that votes upon a new king each time the old one perishes. It has a few villages under its sway, and occupies the old east coast region of the Renaltan kingdom. They are isolationists who dislike and distrust foreigners, and who are vehemently hateful of magics which they consider evil, and vampires. The land is comprised primarily of rolling hills, and coastline.
  • The Kingdom of Rheinfeld: A theocratic monarchy with a large military wing known as the Templar Order. They are the most populous state, and exist north of the Renaltan Remnants—across a dangerous mountain range. They hate mages to the point of murdering them on sight, and generally distrust magic unless they believe it to originate from holy, Godly means. The commoners here live in squalour and most are illiterate. The nobles here live well off, though most are either currently part of (or a retired member of) The Templar Order. The land is comprised primarily of grasslands, farmlands, and scattered small forests that used to be far larger.
  • The Free Holds: A series of city states with no federal government whatsoever. Each is ruled by a Warlord who establishes few rules, but otherwise, their lives can be summarized with their motto: “The value of a person lies in what they can do as a person, or in what they are worth as a thing.” They are the only nation state that utilizes slaves of all sorts, as well as gladiatorial arenas. Their lands are deserts, though legend has it they were once beautiful grasslands, with farms as far as the eye could see. Ruins of an ancient, dead empire dot the landscape, along with trade caravans constantly moving between each of the Free Holds

If you want to know more about the other nations (the Dwarves, Dark Elves, Progenitor elves, et cetera) then feel free to ask.

Q. What kinds of known races exist within the Legend of Renalta?
A. Elves (Progenitors, Dark, Woadanow), Humans, Dwarves, Orcs, Goblins, Lizardmen, Undead, Njaa’Chungu (Insectoid Hive) (Not Playable!), Supernaturals (Dragons, Liches, et cetera) (Not Playable!).

If you want to know more about any of these races, simply ask me. As a rule of thumb, though, Humans and Dwarves do not differ significantly from their typical fantasy tropes. Progenitor Elves are basically High Elves but with serious species-wide amnesia and child fatality problems. Dark Elves are Drow, but far more stoic and less blatantly stupid. Orcs are physically bigger and their anger problems can actually send them into an insane frenzy if not carefully managed. Goblins are short lived and do not differ significantly from their fantasy tropes. Lizardmen are a whole batch of fucked up weirdness that you probably should ask me about if you want some nightmare fuel. Undead come in different shapes and sizes and are each unique in their own way, up to you (largely) to decide what your particular variation is, because most are made by magic. The Insectoid Hive has no individuals within it plus the would not be tolerated by most of the civilized kingdoms. Supernaturals are simply too strong by nature to be allowed to accompany Princess Kouri, and most of them want absolutely nothing to do with the mortal races anyway.

Q. Where are Tiefling and Aasimar counterparts? Demons and Angels exist in this world, right?
A. They are called “Demon-Touched” and “Angel-Touched” each respectively, and they are Bloodlines. They retain physical characteristics of their more supernatural ancestors, and may retain small but beneficial racial powers as well.

Q. Bloodlines?
A. Bloodlines are essentially subraces. They are hints of other, non-playable races in an otherwise mortal race. The Bloodlines are...
  • Mechanists: A race of subterranean people who hold the key to marvelous technologies far beyond the grasp of the surface world. They are not spoken with, nor do they interact with the outside world beyond occasionally selling pieces of their technology to it. Those with hints of a Mechanist bloodline are typically orphans (though not always), and have a natural inclination to use Mechanist technologies when they get their hands on them. On the other hand, they are highly prized slaves in the Free Holds, and spirits hold an unnatural, extreme hatred for them. They are typically marked with green hair, and a somewhat greater height. More extreme bloodlines also have slender legs, and a significantly greater height—6’6” for human women, for example.
  • Demon-Touched: Those whose ancestors consorted with demons in the bedroom. They tend to have red skin, and red eyes. They usually have a higher chance of resisting persuasive magics—doubly so if they’re demonic in origin—and sometimes retain weaker variations of demonic powers, depending on how strong their parentage is.
  • Angel-Touched: Those whose ancestors have consorted with angels in the bedroom. They tend to be rarer than Demon-Touched, and have a naturally charismatic, gentle appearance. They have golden eyes as a distinguishing characteristic, and those with especially strong bloodlines may even retain other angelic abilities and characteristics.
  • Royal Bloodlines: Royal bloodlines often have special characteristics imbued to them over generations. Unless you have a damn good reason for possessing one, you should probably not use a royal bloodline.

You may pick any of these to add to your character if you wish.

Q. I want to choose the “other” option on backgrounds. What does this mean?
A. You can make up whatever you want as your character’s background without any constraints, so long as they would have some motivation to help Princess Kouri accomplish her goals, and so long as there is some reason for the King’s Rangers to recruit them for this task... Also, so long as it makes sense, of course. Choosing this option will lower the number of unique interactions your character will get concerning the world, and they may sometimes be mistaken for other backgrounds.

Q. Is the tale of the Legend of Renalta entirely truthful?
A. Maybe. Like most legends, what may be the truth, is likely exaggerated to make it more exciting. The only way you’ll learn the truth, to speak to the Princess.

Q. What maturity level can I expect out of this role play?
A. PG-13 stuff, mostly. Some of the violence may get a little more excessive than that, but never to the point of being torture porn. The imagination can fill in the blanks better than I ever could anyway. In terms of sexual content, sex is always fade to black, and nudity is never explicitly described. This is tame enough that I can comfortably allow teenagers to join the role play without concern.

Q. The Gods seem pretty evil...
A. That’s because they (largely) are. They’re based off of Greco-Roman Gods, and are just as petty and ruthlessly vindictive and merciless as those Gods were. They made the world and are capable of good or benevolent acts, but only if it furthers their own agenda—which is often not good or benevolent. Most people in the world are brainwashed into believing a version of the Gods that just isn’t true or real.

They are, however, perhaps not Gods in the sense that you and I would think of as Gods. They are neither omniscient or omnipotent, and in fact, their power has actually dwindled since the days of the fall of Renalta. They are dependent on their angels, and on mercenaries, and on others of such nature to try and enact their demands upon the mortal world.

That being said, not all of them agree with what happened to the Kingdom of Renalta, and you may find one or two of them subtly trying to help you. However, don’t be surprised if the Gods tend to be darker shades of grey, and the Princess is a much, much lighter shade of grey. This is, after all, a fairy tale—they’re not exactly renowned for having overly complex moral narratives. There is good and there is evil in this world, and it can be readily defined.

Q. So how can I prove that I read all of these so I can impress you?
A. Write “the Kouri Plushie lives on” somewhere on your character sheet. Anywhere will do. You don’t have to do this, but then, you don’t have to impress me either, do you?

Q. Is the Kouri Plushie a real thing in the universe?
A. Yes. Much to the amusement of some, and the horror of others.

Q. So... Is the Princess single?
A. Yep. Party NPC’s have subplots that run through them, much akin to what you might find in a Bioware game (though hopefully better written), and you can help them grow and learn as characters based on your interactions with them. This is because the world grows and adjusts and reacts to what you do, and that includes the NPC’s within it. One of the Princess’s subplots is seeking a significant other, though be warned—hers is not an easy heart to win, nor an easy mind. It will take time to win her over, and she can ultimately choose nobody in the party if none of them suit her tastes and needs.

Q. What about romance in general?
A. Any of the NPC’s can be romanced, though some may be more appropriate for it than others. Some NPC’s may engage in certain physical activities quite liberally without a romance, if you can get them on the topic in a manner that appeases them. Finally, an NPC may break off a romance of their own accord if your PC repeatedly acts in a manner that violates their values, if they’re not convinced of why their values should be violated.

Q. Magic?
A. Yes, magic exists in this universe. Lots of it. The Blood Sea—literally made out of blood—is a result of magic. The sand blasted deserts of the Free Holds are a result of magic. This world has been permanently scarred by magic, and as a result, the Kingdom of Rheinfeld has outlawed it entirely and the Kingdom of Liveria is wary about it and has outlawed magics it considers evil. The Free Holds use it without any academic care for it, purely using and abusing it to enslave people and to use as a weapon of war, or deception.

In general, there are many methods of using magic, but there are a few hard rules about it.
  • Mages can be detected by other mages. The more powerful the mage, the easier they are to detect.
  • Mages can disable their inner talents in order to hide (say, from Rheinfeld’s Templar Order), but it takes a few minutes for them to be able to bring back their magical talents, and up to a full day before they are fully restored.
  • Mages draw power from invisible wells—four across the mortal world, and one from the Nine Hells. The exact location of these wells is nearly impossible to determine, and the few that have managed this feat have generally never been seen again, or been driven mad.
  • Magic Resistance exists, but it’s a two-way street—the more one resists magic, the harder it is for them to use magic. One can also gain the ability to sense magic or hunt magic without having to become a mage themselves.
  • A Mage cannot violate the principle that all life forms possess the talent for magic. That is, a mage cannot look at someone and make them explode—that person has magic they subconsciously wield to protect themselves from instant kill techniques like this. This can only be subverted if a mage can grasp a target and force their spell inside a person’s body at melee range.
  • Mages can exhaust themselves, and rarely have a total grasp over how much power they precisely have left. They have a general idea of how much more they can cast, but that’s it.
  • It’s possible for Mages to overload spells and hurt themselves in the process, but get a more powerful result. Mages can also accidentally kill themselves in a fiery explosion doing this.
  • Mages cannot bend time (chronomancy), bring back the dead (reincarnation), or use shape shifting powers. Everything else is fair game, assuming they have the power to pull it off. (Though I may have forgotten a couple things, and if that’s the case, I’ll let you know should you stumble upon them.)

Q. When will you approve my character/start the RP?
A. Sunday the 20th is when I will likely approve characters. (Perhaps a little later, it will depend on how cooperative work and life is.) Soon after, I’ll start the IC. This gives people a week to write characters up for this role play, and ask me any questions they need to with plenty of time to work. I’ll approve characters based on their quality, not on a first-come first serve basis.
 

59.jpg


In appearance the Kitsune are very fox-like in appearance, having many traits that're relative to foxes, including some heightened senses like a higher dim-light vision, the ability to hear and smell farther distances and even are considerably more faster and acrobatic than humans. This however comes with a slight cost of their bones being much weaker in comparison and their general lack of strength do to them praising speed and agility over it. They also often have multiple tails, having anywhere from one to nine tails total. Males are often born with a wide number of tails, though most commonly having anywhere from four to nine tails while females tend to have only three or less. This is partly because males have longer but slimmer tails while females have large, bushy tails. The Kitsune are capable of breeding with other races, though over four fifths of the births tend to be stillborn rather than fully developed and living child. Those that're born successfully will always be born a Kitsune kit, though with less tails than the father/mother Kitsune, with one being the bare minimum. Thus it's more easier and beneficial to just breed with other Kitsune since there is a higher survivability rate.

The Kitsune all currently live in their own villages and towns within the Kingdom of Dreams. Each of these villages or towns named after a 'house', and each 'house' is all considered one family. While they do try not to breed with their own blood, they do tend to breed with others within their village, and thus mistakes do tend to happen. Every Kitsune has a personal name, which is their identifier and their house name, which is their 'family' name. Every house is lead by a nine-tail Kitsune and only one. Some towns have more than one 'house' within them but the land of the town is separated equally and fairly between each house. When a house has no nine-tail leading it, that house is considered to be dying and thus weak until a nine-tail is miraculously born from that house. As such it is void of the treaty of houses and thus will have everyone in it attacked and slaughtered by the other houses to create a huge feast and festival, for there will be no weakness within the Kitsune.

As stated before, Kitsune society is governed by houses, each have their own rules and convents, though in general they're all similar in one very important way. They all follow a class system in where the more tails a Kitsune has, the higher social standing he/she will have and thus the more 'pure' or 'regal' they are. One to three tails are often slave or peasant tails, being Kitsune of the lowest standards and thus treated like trash or slaves. Four to six tails would be more commoner or middle class citizen, being held in higher standard and treated with fair amount of respect as they're viewed as the 'working class'. Seven to nine tails are royalty, spiritual leaders, or lords. This class system in turn puts female Kitsune at a huge disadvantage in the class system as they're viewed as slaves of the home for the most part and treated as trash due to the simple number of tails they have. Only in strange exceptions are female Kitsunes anything more than slaves for cleaning or pleasure. To make matters worse the Kitsune do all practice polygamy and the freedom to treat the lesser tails living within their home however they'd wish.

Even if they're treated like such, there is no technical 'slave' in Kitsune society as they all belong to the same house and thus the same family, so it is more acceptable and there are ways for the 'servant class' to leave an abusive home to live in another, better one so long as it's within the same village or 'house' and if it ever does reach the daimyo, or the nine-tail Kitsune, they may even task the servant tailed Kitsune to a more... public task that benefits the whole 'house' with their servitude.

The Kitsune males tended to be the most violent, especially against one another. They used to live in a society where killing your enemy, theft and murder were all acceptable. Eventually however they came under realization that it'd be better to preserve every body they possibly could so they could continue to be of use and to continue contributing to the house. Eventually it was agreed by all the daimyo that they would ban and disapprove any more bloodshed unless in the most extreme of cases. Rather any quarrel a Kitsune may have with another would be settled in a combat duel, in which the winner would take half of the other's property, and the loser looses all their tails till they are then a 'servant tail' in which they're to be tasked as a pleasure slave for public use of all the house's higher ranking (4+ tails) Kitsune, a fate more shameful than death, but also more useful in times of desperate need like war. The rules of the duels are rather simple as well. No killing the opponent, only the two combatants can fight within the duel, and no lesser class Kitsune can challenge those with more tails than them.

Finally the Kitsune tend to be very spiritual, focusing more on self spirituality rather than the gods themselves, even ignoring them and their existence as anything more than "they're just there." Death is seen as neither good nor bad, but rather just a thing of nature and thus a part of a greater balance that must eventually happen and be accepted. They do know that 'heaven' is from above and as such, rather than bury their dead they create tall wooded structures that hold bamboo 'beds' in which the corpses lay upon, rotting in plain sight and getting eaten by the animals of the sky, as is nature's way. This is mainly done to make passing on into the next life easier for spirits rather than harder. Because of this though, their villages, towns and the like all are surrounded by the smell of death from the visibly rotting corpses, or they at least have a designated area for such that's forever stained with the scent of death.



Name: Kosuke of house Murakami
Age: Forty
Sex: Male
Appearance:
  • Height: 5'6
  • Weight: 140
  • Eyes: Orange Right eye, White left eye
  • Fur: Light-tan back with a white stomach
Appearance: (Detailed) Kosuke maintained his slim or slightly toned physique partly due to his faster metabolism and his constant practice training in his form. For forty years of age he has the perfect body for a duelist of five feet, six inches in height. His long tan and white furry ears are probably the most noticeable detail of him, being almost one and a half feet long themselves. His Light-tanned back added with his snow white stomach is patterned with red swirls, dots and symbols that are stained onto his fur. His heterochromia iridum eyes means that they're both completely different colors; his right being orange and his left being a silvery-white color. His long muzzle has light-tan fur on top and white under his chin, and behind him are seven big bushy tails that're very well groomed, each similar where the tops are very light tan and the bottoms are white, with exception of the tips of the tail, in which each are black.


Background Choice:

Foreigner from a Foreign Land: You are from a distant, foreign land, far, far to the south. You were banished from your old home, or, you chose to leave it voluntarily without any chance of returning, for your journey took you across the Swamps of Time. You saw aberrations there, many terrible dangers, and the signs of several others who had died trying to make the trip. Through sheer luck, you made it to this foreign land, in search of a legendary kingdom known as Renalta, only to discover that it was gone. A thousand years gone. You despair, knowing that there is no other place for you. For your foreign tongue, your foreign face, your foreign weapons and clothes... Only for a King’s Ranger to see you despairing alone. He taps you on the shoulder, and upon hearing your story, tells you of a single survivor—a legendary princess, who now needs your help...
  • Prerequisites: Be Human. Ethnicity: Asian. (edit 'or Kitsune')
  • Limit: 3.
  • Note: You come from an Asian culture (primarily inspired from a mix of Japan and China), and as such, your weapons, clothes, language, and mannerisms are foreign.

Motivation:
He has a desire to start a tribe within Renalta, and came to Renalta to do such within it's plains. When he learned the state or Renalta, he decided to help her to earn that honor. There is also the motivation that, because the gods attacked Renalta for such a petty reason, they might attack his own people, or any other at any given moment as well. Thus the gods mist die for his people, and all other peoples to be safe in his eyes.

Biography:
"Kon'nichiwa.

Do not fret, I mean you no harm child of Renalta nor will I stay long. I know I look weird to you, and I wear foreign clothes, but that is nothing to fear. You're not like the others though, you're indeed a brave one. For your bravery, if you'd like, I can tell you a tale... my tale."

"Okay... When I was a young kit, no older than you I lived in a land far, far away, past the Swamps of Time. This land was called the Kingdom of Dreams. There I lived in a large village made of long grass, branches of wood and the white stone houses. Imagine it, large villages full of other Kitsune, living together in peace."

"Yes, indeed. The men were great, skilled duelists and powerful warriors and the women and slaves were either cleaning or in the kitchen cooking, as they should be."

"Anyways, when I was a young kit, like many others I dreamt of the land outside of my village, and imagined myself as a great nine-tail, the highest of royalty and as such, a leader of my own House. Of course, having my own doll of the great princess of Renalta, Kouri while I was a kit never helped my father and slave-caretakers much with it either. In fact, mine was just like your very own. Heh, I guess the Kouri plushie lives on."

"As I was saying young Ko, this desire drove me as I grew older. When I reached my later years I became next to Royalty due to my 7 tails, and thus I owned a beautiful stone house with six breeding servants and I had many guards who'd protect me from the lesser folk at all times. I even became a masterful duelist, teaching my daimyo's children how to arm and defend themselves. Even so, my curiosity of the world outside was never satisfied and only grew, and the way I fought showed it. Thirty-seven and three-quarters duels were won by me and still I couldn't be satisfied. As I knew I wanted a village of my own.'

I was a fairly good acquaintance to my daimyo and thus I began talking with him about the possibility of me rising and expanding the house name into Renalta, letting your people have a taste of the greatness of what the Kingdom of Dreams has to offer. Even talk of creating a portal to connect the two tribes was being made. In reward I'd be allowed to become an eight tail, a gift from the daimyo himself. The cost however, was that to do this mission I'd need permission from princess Kouri to create a tribe in her lands and then return home, going through the Swamps of Time twice, and still live. An impossible task if I ever heard of such myself."

*Sighs*

"Indeed, I did leave my home, as it was my duty to take five scrolls to the princess alone in order to become the eight tail. I journeyed through the swamps of time alone, and the horrors that I saw there could never be compared to anything I've ever, nor will ever see. The swamps had me face dangers that most would've died from, and yet by luck and skill I survived as I avoided them and tracked more carefully than the many, many other's whose corpses surrounded the lands, some I even recognized. When I reached the land of Renalta, I was almost in tears for finally being in a safer place than I I was for the long journey I had in those swamps. I was at peace for the first time since a very, very long time."

"Haha... Indeed, I did almost kiss the very ground I stood on when I first reached the lands of Renalta. The first thing I did, however was spend time for myself to regain the inner peace and meditate, in which I spent almost a whole day doing before continuing my way in search for the nearest Izakaya to start my journey towards the great city where the princess would be found. I struggled for some time, this land's tongue was far more different than the one I grew up with and so I was lost and only by accident did I find one. '

There I spent my night and learned just how much of a foreigner I was. No one who knew about my land, my culture, my race or even my language and the most stared at me for one reason or another, as though they never met Kitsune before. I as alone. After spending the night there for free, don't ask why for it's quite the story itself, I started making my way towards the great city of Renalta, the home of Princess Kouri. After a few days though I was ambushed.

Free Hold slavers found that a foreigners made excellent prizes that would fetch a fine price, and one being a Kitsune would make all the better of a... pet for lords whom are high in wealth. Before I could even pick my sword a net was around me and before I could react accordingly they had me. If I was even more on guard that wouldn't have happened, but it did... and I thank their spirits for it."

"Love is an interesting thing child, for no matter how much the Kami may try and meddle with it, it will always find it's way. Often times in the most unusual of places."

"I was a virgin, thus touching me would ruin my price. Me being untouched did come with the cost of the other slaves, some were even young and virgins themselves and others fought and denied it, either way, they soon learned their place. I'm a Kitsune after all, a seven-tail at that, thus I wasn't going to let them dare touch me when the pig-skins could play with filthy peasants.'

For about two weeks I was even tied down to my own special horse, unable to be free or move and far away from the other slaves, more for their protection than my own. I watched helplessly as they defiled the last things I had of my homeland constantly and teased me like I was some form of single-tailed slave. Maybe to them I was. Tch...'

By the end of the second week, there was a battle going on and the slavers soon died one by one. There I met my personal hero of that day, Fischer. A strong crude man in his own right and a skilled mercenary who was sent by contract to kill the slavers, and in turn he freed me and the other slaves. After reacquiring my own things again, I properly thanked him. In my culture when you're given great help you're then in a debt, and thus I insisted to join him and provide my own services for my freedom.'

As we worked together I found quite a lot of interest in the man. The way he fought, the way he talked, the way he... err... right. Anyways, we soon grew very accustomed to eachother's company. Though it wasn't until he became my kobito months after freeing me where we became far more intimate, and while he may have preferred it in private, I preferred our love to be more public.'

The more our love grew, the less and less he desired danger and the thrill of being a mercenary. I became his only source of living and he was mine. Things did become stale for a bit, despite how passionate our love was we needed to do something as well. So after he somehow managed to get a copper mine in his hands, I began a habit of reading to better learn of this 'new world' that I found myself in. It was when my kobito told me exactly where his mine was that god me excited as I was ready to finally complete my duty. When I expressed this however, he brought only the worst possible news... And I was crushed.'

Renalta was destroyed for a thousand years or more, and it's princess was long since gone. The great city fell because of the Kami's wrath. The quest I was sent here for, the duty I swore to do and the knowledge that I probably wouldn't be able to make it back to my home, and thus many others, for the next thousand years may die trying to do what I came here to do, only to ind that their own duty was forsaken. I couldn't have wished a worse curse for my people, even if I tried. The level of distraught that I felt could not be quenched. I refused to even believe the words that came from my own lover... but when he showed me, I learned that it was no trick or lie to keep me here with him, but the truth. I owed him far more than simple apologies, and even more thanks for caring as I broke down in belief of my failure. Every month I'd go to the mines just to see the ruins of Renalta, as it was the deepest of sounds that I've felt.'

There I met my destiny through meeting one of the King's Rangers themselves... And while the reason they sought me is a secret that I can not tell, there is still, and will always be hope. And remember, that even myths can be real, for you're speaking to what was once believed to be one as well. I'm not some trickster, thief nor did I eat you little one. No matter what others may say, you know the truth. I'm not so bad, arrogant and possibly even clumsy or love struck, but honor and pride are also both things I am too. along with whatever else you may believe young one."

*As the Kitsune gets up and walks, a satchel with visible scrolls could be seen.*

"I must go now, for it is time for me to leave young child. But remember, you met a seven-tail Kitsune. Feel pride in that and bring good words for my name... Oh, and make sure your sister and mother are keeping your father happy and your house clean. It's their jobs after all."


Strengths:
  • Kitsune Biology: Being a Kitsune has some perks in and of itself. They're naturally faster, have very good dim-light vision, can hear and smell good and are very agile. This gives them slight natural advantages over many other races.
  • Survivalist: Having lived through the Swamps of Time, he learned many survival skills that're useful in keeping himself alive in the wilderness and in tough environments. Spotting and avoiding danger, hunting, spotting natural resources, purifying water and more.
  • Eye for Weakness: As a duelist he has learned how to spot the weaknesses of those he fights and how to get to said weaknesses quicker than most.
  • Untouchable: Being faster and more agile than his opponents is his key to dueling. Jumping over opponents or being just fast enough to dodge their attacks helps a lot in preventing some serious harm, and being behind them or being fast enough to get the much needed edge also helps in taking down single targets in a duel.
  • Master Duelist: Due to spending most of his life focused in the art of dueling, facing off many opponents and even teaching others in the art, he learned how to utilize long and short blades to the greatest efficiency in one on one fights. Almost to where he is near unbeatable in such fights unless facing opponents of equal or superior skill. Though this comes at the great cost of "The flaw of Dueling".
Weaknesses:
  • Just Strong Enough: He's only strong enough to do what he needs to get done, which is stab through weak points he spots. Besides that, he's relatively weak and much more frail than most others. Strong hits could severely harm him, Grapples (when successful) are near impossible for him to escape and traps that require some strength to escape from tend to be something that he'll need help for.
  • The flaw of Dueling: His combat is focused on defeating individuals rather than large groups, and thus they're designed for such. Meaning that when fighting more than a single opponent, his tactics will likely fail and he will severely struggle in the fight.
  • Misogynist: Yep. He said it. Women are equal to slaves and thus need to go back to the kitchens and be good baby makers as they were born to be. Or that is what his culture has taught him due to the classist society he lived in. It was already a hard lesson, taught by Fischer that there was even such a thing as a powerful, independent woman and how to be tolerant of them... that won't stop this fox from reminding her her place is cleaning.
  • Love is Foolish: Kosuke's relationship with Fischer is quite a strange one though still a very strong and powerful one. These two near opposites definitely are attracted to one another and both complete the other. Kosuke's love for the human is so great that should Fischer ever fall into mortal danger, (even minor ones at times) the Kitsune will lose all tact and do whatever it would possibly take to save his lover, even at cost of his own life.


Domains of Magic: None
Equipment:
  • 1 Kitsune-crafted steel Scimitar ~ A steel scimitar with a thin, long blade with a slight decoration on swirly symbols on it. The guard has a Z shape, covering his hand when needed and trap another weapon with the blade and the handle.
  • 2 Kitsune-crafted steel Tantō ~ Steel daggers, both simple in design. This long dagger is well decorated and razor sharp. It's guard is round with a simple swirly symbol decoration. The handles are also both red.
  • 6 Kitsune-crafted Throwing knives ~ Simple steel throwing knives with slight swirly symbol decorations on them.
  • Leather Armour
  • Silk Clothing
  • Satchel with 5 scrolls in it.
  • Horse
    • Flint & Tinder
    • Flask of water
    • Meat Rations - 2 weeks
    • Hunting bow
    • Skinning knife
    • Cooking pan
    • Sharpening stone
    • Cloth for blade cleaning
    • Book: Easy Renaltan Recipes
    • Tent
    • Large Bed-roll for 2
    • Ryuta (A flute of sorts)

Other: Kosuke at times would play his flute for Fischer and also loves listening to poetry and music, though he tend to play more traditional songs from his home. He is also learning to cook himself, only really knowing the very basics.

Signature: Drakel
 
Last edited:
Name: Laenaia Avenier

Apparent Age: 20

Sex: F

Appearance: Laenaia stood at 5’4” with shoulder length auburn hair that she sets in a simple braid whenever she could. Slim with slender limbs and youthful figure, a fact she laments through the use of illusions.

Background Choice: Young Vampire

Motivation: I want a place to call home once again. And I want to feel the warmth of the sun.


Biography: Lanaeia was the daughter of a Liverian merchant family who's largely sympathetic to the plight of "The Infected," although they would generally only render assistance through providing food/rations. This however stopped when a recently turned Malaki brood vampire fell into a bloodrage and slaughtered the household. His companion turned the dying Laenaia into a vampire out of guilt and then tutored her of her new way of life.

She left her sire after learning the basic, still unable to forgive him of his fault. At first, she attempted to find a place to settle, however, she was far too fearful to be able to. Of others who wouldn't accept her and of herself, of her loosing her grip over her hunger. Thus she kept wandering, making acquaintances here and there, but never a friend. It wasn't long before she find herself in front of her former home and there was where she was found by a King's Ranger.

Strengths:

  • Sneaky: Laenaia has learned where to hide and how to move around without drawing attention, which she then further support with her magic.
  • Mind mage: Laenaia learned this through her use of hypnosis. While it doesn’t need eye contact, it does still require her target to be touching her. As such, she’s limited to only one target and whatever they’re thinking at that moment, touching multiple people creates too much confusion.
  • Trader heiress: Laenaia was tutored to be a merchant. As such, she knows her way around haggling and the merchants’ route and shortcuts. There are also minor contacts, but mostly limited in Liveria and those sympathetic to vampires and non-humans.


Weaknesses:

  • Melee trainee: Laenaia knows that dodging is better than blocking with a knife/dagger, she knows that cutting people by the throat would leave them unable to shout and she knows that everyone dies if you stab them enough times.
  • Vampire: With all the weakness they entail.
  • Socially Starved: Her life as a vampire had all but isolated Laenaia from her peers. As such, it’s very likely that she would latch onto the few people that show her genuine care and friendship. For better or worse.


Domains of Magic: Laenaia is proficient in the innate magics that vampires of Diana’s brood are capable of, specifically the illusion and hypnosis, and has shown further talent in Shadow magic.


Equipment: (What your character carries, though especially any sort of combat or utilitarian equipment.)

  • A thick cloak
  • A dagger
  • A hidden dagger down her boots
  • Steel tipped leather boots


Other:
  • Carries a Kouri plushy that she uses to hide her money in. Is looking for another method to hide her money with as the plushy does not help her appearance.
  • Can cook, but always misjudged the spices even before being turned.
  • Can do other house chores, though she doesn't like it.
  • Is a biter
  • Dislikes Malaki Brood


Signature: Sodaguzzler signing off!
 
Last edited:
Name: (Your character’s name.)
Age: (Your character’s age.)
Sex: (Your character’s physical gender. IE: Male or Female.)
Appearance: (A text description or image will do equally fine.)

Background Choice: (Every character is presumably born into this world, and as such, had a life before being recruited by the King’s Rangers to help Princess Kouri. Check Chapter 3 for a list of Background Choices. Your Background Choice will help determine how other characters react upon seeing yours.)
Motivation: (What is your character’s motivation to help Kouri banish the Gods?)
Biography: (Your character’s history and personality. One paragraph minimum is required for me to be able to gauge your writing here. You may write more than this if you wish, but, no more than one paragraph is required.)

Strengths: (Your character’s strengths. This will help me to gauge how strong or weak your character is, and by extension, how appropriate they are for this role play.)
  • I am a Strength.

Weaknesses: (Your character’s weaknesses. This will help me to gauge how strong or weak your character is, and by extension, how appropriate they are for this role play.)
  • I am a Weakness.

Domains of Magic: (If your character possesses any magical talent, what can they generally do? Ex: Pyromancy, Healing, et cetera. Be aware that magic characters are the hardest to balance, so don’t be surprised if it takes more than one edit to ensure balance here.)
Equipment: (What your character carries, though especially any sort of combat or utilitarian equipment.)

Other: (Anything else you’d like to mention about your character?)

Signature: (Put your username here to verify that you understand the rules and guidelines of this roleplay, and that you agree to follow all of them.)
 
Last edited:
Name: Tahlia Wether, née Dettlef
Race: Human.
Age: Twenty-two.
Sex: Female.
Appearance:
  • Height: 5'1
  • Weight: 110lbs
  • Hair: Long, blonde.
  • Eyes: Light brown.
  • Skin: Pale.
Background Check: Druid of Kiune's Circle.
Motivation: Not only has her faith in the Gods been profoundly shaken by the actions of the Silver Shields and the Templar, she also seeks a solution to Faolan's worsening condition—something not even Kiune can provide.

Biography:
Born to a small village on the outskirts of Rheinfeld, Tahlia displayed an unusual affinity for animals from a young age. Though many villagers initially met this development with apprehension, there was one who saw an opportunity.

Adva, the elder crone of the village, sought an apprentice to one day take her place in caring for the village. Unbeknownst to the commonfolk, what the crone called miracles and prayers were actually manifestations of magic. Due to a combination of the village's isolation and extreme caution in her use of her abilities, she had managed to keep these secrets hidden from the Templar for decades—but was now ready to share them with the young girl.

It was under the care of the crone that she learned to read and write, and she bolstered her studies with a fascination for the natural order. As her knowledge grew, Tahlia also attempted to learn the magics of her teacher—though her efforts in healing proved fruitless.

As a priestess in her teens, she had devoted herself to teaching the faith to her fellows, to give them hope in a harsh world. It was not long, however, before she took a keen interest in a boy two years her elder. Though initially he resisted her advances out of fear of tearing her from the role she had grown into, they fell into a chaste courtship and quickly were engaged.

Married at sixteen, she continued her duties to the crone from the comfort of their home at the edge of the woods, and lived a few years of bliss.

It did not last, however. On one fateful day, she found Faolan at the precipice of death, bleeding out from wounds inflicted by a dire wolf. In an act of desperation, she peformed an act that would damn her—pulling Faolan's soul from his body, she forced it into the body of the dire wolf. Knowing she would be unable to continue her life in the village, she fled her former friends and family for the woods. Attempting to survive in the wilds, she occasionally pilfered food and clothing from nearby villages; it was not long before word reached the Templar, and they set out to apprehend her and her wolven companion.

She was saved by Kiune, archdruid of the mountain range south of Rheinfeld's border. Finding a new purpose amidst her disciples, Tahlia devoted herself to helping mages and other innocents flee from Rheinfeld's tyranny. Under Kiune's care, she learned much of the Gods, and of herself—the magic she had used on Faolan would not hold forever. The beast within sought to extinguish the man she'd loved, and not even the archdruid herself could repair the damage.

Her only chance at redemption lay outside the mountains—and so she was sent to join the newly awakened Princess, to save her lover and perhaps do some good on the side.

Strengths & Weaknesses:
  • Mage: From a young age, Tahlia has been trained in the magical arts. She specializes in the manipulation of spirits—(for details, see Domains of Magic below).
  • Tending Wounds: This includes familiarity with many salves and poultices as well as bandaging wounds, resetting bones, and treating poison. Unfortunately, however, her talents in this regard are entirely mundane—as such, time more than anything is required for her treatments to take effect.
  • Bestial Link: Born with the ability to communicate with a variety of beasts through some natural telepathic ability. It is difficult for her to influence their behaviour, however.
  • Little One: Small of stature and innocent in disposition, she is easily overlooked. This grants her a mild advantage to stealth, especially in social environments.
  • Knowledgeable: Through her training under the old crone, Tahlia is literate and intimately familiar with the teachings of the Father and Mother, as worshipped in Rheinfeld. In addition, she learned much of flora, fauna, and the Druidic language in service to Kiune.
  • Frail & Weak: With neither strength nor skill, Tahlia is lacking in offensive combat ability. She is also frail of body, unable to take a hit and without armour. Overall, her best bet during combat is either to make herself small on Faolan's back, or to stay out of it altogether.
  • Witch: After her tale had spread to a few villages, she and her 'abomination' of a companion have been chased zealously by the Templar. She is rarely safe from notice in Rheinfeld; Templars aware of her abilities or history will hunt her down and kill her.
Domains of Magic: Tahlia is talented in the spiritualist branch of magic. In addition to communing with, resisting possession by, and manipulating wild spirits, she has also learned to influence those souls still encased in a living host. She can tug at a soul, temporarily incapacitating an opponent†; or hold it firm, preventing a dying companion from being released to the afterlife, though at great cost to herself. Both require direct physical contact to be effective.
  • : A contact-based attack, Tahlia uses her magic to restrict the access a soul has to controlling its own body—individuals can resist this attack via willpower, and effects thus vary from complete stillness to slowed movement. She is not capable of controlling the body herself, only restricting the ability of the victim to control it.

Equipment:
  • Priestess's Robes: Thick, modest robes from her time in Rheinfeld are her preferred garments; they are sturdy enough for travel, and she has modified them so as not to restrict her movement either on foot or mounted.
  • Formal Dress: Though certainly of no noble make, she carries with her a fine yellow peasant's dress.
  • Thick cloak: Adorned with an elaborate brooch.
  • Wooden staff.
  • Smallsword: A thrusting blade only two feet long, that she acquired from the King's Rangers.
  • Various herbs and poultices.
  • Various bandages, and needle, and thread.
  • Small knife.
  • Personal journal.
  • Wedding Band, x2: She wears a necklace with her husband's wedding band attached, and wears another upon her finger. Both are plain, and carved from wood.
  • Faolan's woodcutting axe: Too large for her to use effectively.
  • Horse: Acquired from the King's Rangers.
    • Saddle and gear.
    • Saddlebag.
    • Various blankets.
Other: Married to Faolan Wether (see post below).

I wasn't sure if you'd prefer I render them in one sheet—as I did last time—or two, so I erred on the side of caution.
Signature: Holmishire.
 
Last edited:
Name: Faolan Wether
Race: Dire wolf. (formerly human)
Age: Twenty-four.
Sex: Male.
Appearance:
  • Height: 3'8
  • (5'7 from nose to base of tail)
  • Weight: 240lbs
  • Eyes: Yellow.
  • Fur: Black.
Background Check: Other.
Motivation: With no solution presenting itself in Kiune's mountains, Faolan seeks a cure for his condition elsewhere. Tahlia believes they stand a greater chance finding such a cure by following the princess—and where she goes, the wolf follows.

Biography:
Faolan was born to a lumberjack in a quaint village on the outskirts of Rheinfeld. His youth was uneventful, save perhaps for a general apathy towards matters of faith.

In his teens, he began to take interest in girls his age, but was too reserved to get attached. One younger girl, however, hounded him persistently. The apprentice priestess of the village church, Tahlia, sought to be at his side whenever she was not otherwise occupied by her religious duties. Seeing her passion for her duties, he resisted her advances at first, not wanting to be the wedge driving her from the church. As word spread through the village—as is usual for such a small community—Adva came and assured him that their union was what would make her happiest.

They courted for a few years before becoming engaged. With the help of a few friends, he built a home for them at the edge of the woods—where he could take over his father's work—and finally the two were married.

For some yeaars, they lived in bliss.

There came a winter, however, when sheep began to go missing. A week later, and a child disappeared. And one night, a scream tore through the air, and Faolan armed himself with his woodcutting axe to seek out the victim, against Tahlia's pleading.

He found the body of his nephew being engorged upon by a dire wolf. He charged forward and struck the wolf with his axe, but the beast shrugged off the attack and responded with a mortal blow. He was saved from the wolf's maw, however, when Tahlia threw herself between them and calmed the beast. What occured next was a blur, but Faolan awoke in the body of a wolf.

Though his rational mind would not surface for months, he followed Tahlia loyally, protecting her with his life.

Strengths & Weaknesses:
  • A Wolf's Might: Larger than a normal wolf, he is stronger, sturdier, and fiercer, fighting with deadly claw and tooth. He prefers to use his flexibility and speed to dodge or bat aside attacks before they strike.
  • Stalker of Prey: Faolan's enhanced sense of smell allow him to easily track his prey once he's caught a scent. In addition, he moves with silence and precision, granting him great stealth in the wilds, and mild stealth in the dark alleys of the city.
  • Only A Hound: Despite his brute strength, neither claw nor tooth is particularly effective against plate. Faolan can do little against heavily armoured foes except slow them down. He is also without armour, especially vulnerable to piercing attacks.
  • Isolated: Appearances aside, Faolan is fully sentient, but trapped in the body of a wild beast. Though he can understand others, he himself can only communicate through Tahlia. There is little he can do without her save track, hunt, and kill, unable to manipulate his environment with his wolven claws. If kept away from Tahlia for too long, he begins to revert to the mindset of a simple beast; he will not, however, turn hostile without reason.
    • Wolf's Fury: A reason to turn hostile. Should Tahlia be grievously injured, Faolan will fall into a violent rage, with no distinction between friend and foe. Of course, Tahlia remains safe from his wrath. (So far, only Tahlia has been trusted and cared enough by him to pull him from such a rage., though he'll not target certain characters to be added later.)
Equipment:
  • Rider's Harness: Specialized leather straps that allow Tahlia to ride on his back—in large part due to her petite size.
Other: Married to Tahlia Wether (see post above).

I wasn't sure if you'd prefer I render them in one sheet—as I did last time—or two, so I erred on the side of caution.
Signature: Holmishire, again!
 
Last edited:
Sure, I'll take a crack at this, if there's still room.

Quick question, can a character be a spellfencer if they're balanced enough?
 
Last edited:
Name: Kasienka
Age: 1084
Sex: Female
Appearance:
1410612840585688490.jpg

Credit to Efflam Mercier
Like most elves Kasienka is rather tall, being a hair above six foot. She stands a hair above six feet and has a slight build. You can see that she has lived her life on the move by her taut arms and legs. Despite this her skin remains as fair as the rest of her race and her hands and feet are devoid of calluses. What makes the latter more unusual is how Kasienka typically refuses to wear gloves and shoes for the majority of the year.

Background Choice: Elven Outcast
Motivation: To aid Kouri in returning to her birthright.
Biography: True to her biology there is very little Kasienka remembers beyond the past two centuries. She has since lost her surname and now only goes by her first name. Throughout the centuries she was wandered through the lands on her own terms, searching for something. She cannot recall what this something is, but hopes that when she nears it she will remember.

Kasienka carries journals on her with notes on her past. They are rarely very detailed, and those which had once been useful have since faded through time and use. Sketches decorate corners of the pages with an occasional page dedicated to a portrait. Regretfully she failed to include the names of the subjects, but the first page of her first journal contains a portrait of two young elves with a striking resemblance to herself.

She came to join the King’s Rangers after bumping into a dark elf almost as old as herself. Upon witnessing her healing skills he invited her to join the King’s Rangers. Having no reason to refuse she accompanied him back to their headquarters and has remained with them for the past few months.

Strengths:
  • Be Healed: During her travels Kasienka would make her way by healing those who needed help. She is a remarkable healer in regards to her magical abilities and more traditional means.
  • Hunting Vagabond: Throughout her travels Kasienka has become quite adept at using a bow and arrow. She provides for herself through her skill and could easily be convinced to use it to provide for others.
  • Mothering Instinct: Those who need her help the most are often those who have no one else to turn to. She has a nurturing nature for all who are willing to accept her company, no matter how old or young they may be. After all, nearly everyone is a child in her eyes.
  • Time to "Train": Kasienka has embued herself with magic over the years. Her muscles possess more strength than others her size and shape. Her dexterity is a touch better than others who are built like her. It offers a nice surprise to those who would under estimate her. It also helps her go for longer on her wandering without stopping in a proper village. She's like a camel in that regard, but not as irritable... normally.
Weaknesses:
  • Think of the Children: Part of Kasienka’s mothering instinct prevents her from ever considering using her magic or bow for harm. She is loathe to follow a plan that would put young ones in danger and even less likely to engage in combat when she has even the faintest doubts about the morality of the encounter.
  • Through the Valley of Shadows: Kasienka has lived long enough to know what it is to desire death. She has found herself in precarious situations one too many times to fear the Next Journey. If it is clear that her time as come she will not fight as hard as a typical mortal to continue her existence on this plane. She does not seek an untimely end, but if the signs were to present themselves that her time was dwindling she would let nature take its course. This has alienated more mortals than she cares to count and left her with scars she refuses to show.
  • World Weary: After watching children be massacred and her own life used as bargaining tool, Kasienka is not one to openly trust. Se has seen what can go wrong with blind hope and acceptance. There is too much evil in this world for her to open her heart to those who have offended her moral compass. They will be denied all of her abilities with no remorse.
  • Time to Drain: The magic in her body keeps her magic stores lower than others her age. Wile she may be over a millennium old (she thinks) her magic does not draw as deep as one may expect. It is the sacrifice for keeping her body in peak performance without her caring for it as she should.
Domains of Magic: Healing
Equipment:
Longbow too taunt to be used by the average mortal.
A quiver of arrows fletched with strange feathers.
A healing kit with a large assortment of rare herbs and concoctions, along with common remedies.
A hunting knife.
A travel sewing kit.
A few Kouri dolls in varying conditions.
Spare coins she hasn’t managed to spend yet.

Other: During her travels Kasienka would collect Kouri plushies that had fallen into disrepair and patch them up. The next time she was in a village she would give the plush to a child and whisper into their ear “The Kouri plushie lives on.” Normally the child would be more confused than anything else, but would enjoy having a new toy.

Signature: Becca
 
Last edited:
Name: Lady Catrin Thorngage
Age: 24
Sex: Female
Appearance:
TDryC4p.jpg


Background Choice: Outsider Nobility (Liveria)
Motivation: To secure a more stable position for herself by herself.
Biography: Catrin was raised to catch the eyes of wayward nobles. She was born to a minor noble family that had grappled and clambered their way into the royal court. While her family did not have the prestige to give her jewels and clothing to enhance her natural beauty, the latter would provide the former. It wasn’t long before she was being wined and dined by the more powerful of the court until she caught the eye of the son of a duke. He was gifted in the magical arts and would spend his time tutoring her limited abilities when they were not involved in other physical pursuits. Through her newfound position her family grew in rank and riches and she grew in grace and intrigue. It wasn’t hard for Catrin to adapt to the ways and means of the court and she grew quite proficient in them.

She remained his loyal companion for three years at which time he was sent on a campaign against a local tribe of orcs that had been making the countrymen uneasy for the past few growing seasons. Without her patron to continue lavishing her with tokens of affection her life at court quickly bankrupted itself. Those who had previously desired her favor now held envy for her position and a certain pleasure in watching her descend to her birth rank. Rather than endure the continued slights and the potential for more dangerous attacks she left the court and returned to her family’s new holdings.

She kept her up information networks within the court and continued to impress her influence upon those who had received a few too many favors from her. One of Catrin’s new hires was a member of the King’s Rangers who convinced her it would be more worth her time and skills for her to join him rather than him her. She happily joined the King’s Rangers where her history was less well known, but her skills were better rewarded.

Strengths:
  • Not Just a Pretty Face: Catrin knows how to wheel and deal with the upper crust of society with the best of them. Having refined these skills she is more than capable of interacting with those “below” her and getting her way.
  • But Still One Hell of a Pretty Face: Catrin’s body was molded to attract men (and some women) to her like honey. She is not above using her body to get her way if the need arises. Of course teasing without the pleasing can get her twice as far at times.
  • Let There be Light: Her ex-lover kindled her pyromancy. It was meant to be just for self-defense… but that is such a gray area.
Weaknesses:
  • A Woman Scorned: After having risen so far so fast Catrin does not like to be looked down upon. If she feels she is being disrespected she has no reason not to let them have her temper and any sparks that may erupt from it.
  • A Sordid Past: Should she come across someone who knew her history her dirty laundry would readily be aired for all to know. Not all would be as forgiving of a polished concubine.
  • This Ain't No Palace: Catrin never had to hunt her own food or make her own bed. For quite a time she didn’t even have to dress herself. Now she will find herself in the wild. There are no perfumed baths here, or dutiful maids. She will have to learn how to live a rugged life. While she may have the self-control to not whine like a spoiled brat, at some point things may become a bit much.

Domains of Magic: Pyromancy
Equipment:
Ledger with contacts. Beside most of the contacts are a series of symbols that only make sense to her.
Sack of coins.
A pearl hairnet, her first gift from her first lover.
One dagger attached to her right calf and another attached to her left thigh.
A piece of parchment confirming her rank.

Other: She has a very well loved Kouri doll at the bottom of her bag.

Signature: Becca
 
Last edited:
Name: Jaquaar Iqbal-Moineau

Age: Twenty-Five

Sex: Male

Appearance: A slim man of a bronze skin and brown hair, Jaquaar is characterised by a cock-sure attitude that seems to permeate from his near-constant smile. He is slightly above average height, and seems to weigh less than average, but not by much. He is lean and thinly muscled, mostly due to his rudimentary sword-training, and he maintains a carefully maintained beard, cropped to his face and maintained to a trim perfection. His hair is kept at a neat, middling length, and he has very few discernable features other than the hint of alien-ness that comes from the blending of Liverian and Free Holder attributes.

Background Choice: Legend Seeker - You are a seeker of legends in this ancient world, and regularly delve into dungeons, catacombs, and ancient ruins in search of priceless artifacts or knowledge. For whatever reason—be it intellectual curiosity, an appreciation for history, a search for beautiful things, a desire for glory, et cetera—you have been recently searching for the princess of legend. You discovered a few clues, and your curiosity was rewarded when a cadre of King’s Rangers found you and recruited you to the cause... A chance at not only learning about the Kingdom of Renalta and Princess Kouri, but restoring them to their rightful place.
Prerequisites: None.
Limit: None.

Prerequisites: None.

Motivation: Jaquaar is driven by his strange semi-prophetic visions. He also seeks to become his own person, as opposed to being just the child of his mother and father. Seeking out the Blue-Haired woman is the first step, as he sees it.

Biography:
Jaquaar’s story begins long before his birth. It is a story told in the Free Holds by two very different groups. Amongst The Slaver-lords, it is a story about betrayal, warning them not to trust too much. Amongst the Slaves though, it is a story of hope, and of the rare glimmer of good amongst the endless grains of evil in the desert of the Free Holds.


Jaquaar’s father, Emri, was once the head-guard of the Warlord of Chainhold. His mother, Evertyl, was a Liverian noblewoman. The two came to meet as most Liverians come to meet Free-Holders; in chains. Evertyl had been captured by a raiding slaver party in the mountains, and had been sold to Emri’s master. While he had designs on the woman for her beauty, and her power; Emri found himself smitten by the woman’s beauty. They began to talk in secret, and Emri made the bold decision to free Evertyl; killing his master and fleeing with her and a dozen of his most loyal men. The group fled to the sea, and lived out a life of piracy.


From this story, Jaquaar was born; the child of a traitor-guard and a Slave-noble. He spent the first fifteen years of his life about the ship of his mother and father, learning all he would need to know and more from his parents. He showed a talent for magic early on, and learned to hone it under his mother’s tutelage. Once he was Sixteen, his father started to take him on raiding missions; stealing food, supplies, and slaves from the mainland. They used the food and supplies to trade and survive, and they freed the slaves with enough gold and food to survive, thanks to their lucrative piracy. Life was good for the young Free Holder.


Eventually, though; things changed. Jaquaar received a strange vision; a dream of some sorts. A woman in a frozen lake: beautiful beyond compare, was calling out to him…Calling out for help as a winged man burned the world around the lake into ashes and ruin.


The dream became a recurring thing, and eventually Jaquaar felt the compulsion to act. He was Twenty-four when he left his parents. He took with him enough weapons and supplies to survive, as well as his mother’s ancestral signet ring. Paying for a carriage ride to the once-country of Renalta, Jaquaar began his journey to solve the mysterious visions, and find himself an existence outside of being his parents’ child.


Strengths:

  • Innovative Mage – Jaquaar showed a talent for the use of magic from an early age, and his mother was eager to cultivate it as a way to help keep her own skills sharp. Jaquaar is not as refined as many other mages, having been home-schooled on the subject, but he is clever and resourceful, making him a deadly foe who is able to thrive on a conventional battlefield.
  • Charismatic Force – Jaquaar has discovered that he often gets what he wants just with his words. His natural good looks and his talented tongue make him a dab-hand at diplomacy, a talent often overlooked by his peers.
  • A Touch of Fate – There seems to be a certain something about Jaquaar that makes him incredibly lucky. Hell, even his very existence is a stroke of pure, maddening luck. Just thinking about the fact that his mother would be found by one of the only men who’d risk what he would to save her, and also have the skills to do so, is mind boggling. This lucky streak often seems to extend to Jaquaar; who narrowly avoided disaster several times in his flight from the Free Holds.
  • Master of Concentration - One of Jaquaar's key skills is not his skills as a mage, but his ability to concentrate and problem solve. This is reflected in a couple ways in day-to-day life; such as his ability to control multiple objects with his magic seamlessly, or his ability to miss otherwise tiny details.
Weaknesses:

  • An Ace, or a Dud?- Jaquaar's usefulness is directly correlated to the amount of metal around him. On a conventional battlefield, Jaquaar is a veritable powerhouse. In an area with limited metal, he is a kitten with a slight sting.
  • Lacking in Precision – Jaquaar’s magical schooling has been roughshod at best. He doesn’t know, or struggles with, a lot of the things that other mages might know inherently, such as masking his magic, or using his magical reserves efficiently. This means that he’ll tire quicker, and be easier to detect when it comes to magic.
  • Glass Cannons can shoot metal, right? – Jaquaar’s defensive options are somewhere between minimal and non-existent. He doesn’t have a good defensive form when it comes to duelling, and his magic is useful to some extent, at least against people using metal weapons, but doesn’t hide the fact that Jaquaar cannot take a hit. He cannot be a frontliner, and while he might be able to duel, he cannot trade blows with any opponent.
Domain of Magic: Metallurgy – Jaquaar is able to exert his will over metals; specifically magnetic metals. It is a magic with a very high ceiling of use, but that comes with a heavy burden of use. The most common use of the skill is in pushing and pulling metals either towards or away from Jaquaar. This can either be on an object he holds, or that someone else holds. Distance from the source is a factor that can drain the user’s magical reserves, in that the further something is from Jaquaar, the harder it is to exert influence on. It is also possible to exert a stronger influence on the metal; either moving it in a more fluid motion, or trying to alter its shape; either pulling it apart or pushing it together. This skill is thoroughly exhausting, however. The one time he used this talent in combat, he managed to crush a man wearing plate mail inside of his armour! This act put him in a state of absolute exhaustion for ten minutes.

Jaquaar normally uses the magic to control a number of daggers he carries on his person; using them to either attack from a distance, or from a strange angle, while he also engages using his sword, not with his hands or anything though. He can also attempt to use the magic defensively, in order to deflect an attacker’s weapon or arrow


Equipment:
  • Saber
  • 12 Daggers
  • Leather Armour
  • Liverian Signet Ring (Worn as a necklace on a piece of string)
  • Decanter of fine wine (Stolen from a Rich Free-Holder)
  • A small sack of metal shavings.
  • A Wash-kit, complete with a razor.

Other: Nothing extraordinary.

Signature:I, LimeyPanda, hereby sign myself up for adventure, murder, and being murdered. Rip in Peace Rakhim.

(Also, the Kouri Plushie lives on.)
 
Last edited:
Name: Ulzin Lightherder

Age: 270

Sex: Male

Appearance: Ulzin possesses lavender skin and ochre eyes. Ulzin wears his hair to the small of his back in a wild wirey mess of black hair going every which way, with red ribbons ever so abundant, tied around strands longer than his arms. Ulzin is skeletal, with sunken cheeks and popping eyes. The lower half of Ulzin's face is consumed with a massive black beard that reaches his knees, a knotty mass filled with the same red ribbons that frequent his hair. Ulzin never styles either head hair or beard hair, instead allowing the wildness of his appearance to change with every passing night. Ulzin's fingers are far too long and far too thin, more tools than parts of a body, his hands are veiny and the tendons often force themselves against the skin, creating valleys of shadow in between his fingers. Ulzin wears baggy cloaks, hiding a small selection of blades. He is often barefoot, simply because he does not like shoes.


Background Choice: Dark Elf exile

Motivation: Ulzin is a craftsman, though how skilled he may be is up to interpretation, he traveled the south looking for opportunities to find new ideas and improve his skill, Ulzin, also a skilled mage, decided to join Kouri's party, perhaps to gain the fame he wanted in order to truly perfect his craft.

Biography: Ulzin was born in the Abyss as all dark elves are, he was a talented craftsman in his youth, apprenticing under many forms of craftsman until he finally found a blacksmith who was willing to deal with his eccentricities.

Ulzin was born... odd, not in the insane way that comes with age in his race, just eccentric. Ulzin had once blown up a storehouse during a magic training session with his mother, he also managed to lop off a fellow trainee's ear when he joined the militia. Ulzin had gained a multitude of nicknames before he had even reached his twentieth birthday, including "Hindlicker", "Bootscuff", "Madflame", "Herd Rustler", "Cattle Raider", "Seer of Nothings", and "Oops".

Ulzin soon became a blacksmith, though he dabbled in improving the knowledge in magic that his mother had given him. During one such dabbling, he drove a shard of metal through both of his cheeks and tongue, forcing him to wear a head-encompassing mess of bandages and a wrap around his tongue, only helping the image of him as a lunatic who had yet to reach the age when that was normal.

Ulzin eventually found himself negotiating with a client by the name of Gerialder, who asked him for a sword. Ulzin forged this sword, but due to one of his magical experiments, had managed to brittle the blade to a dangerous point. After selling the blade, Ulzin bore witness to a duel between his client and another, a duel which his client lost after his sword shattered, sending a piece into his right eye.

Ulzin, now on the run from his client, ended up out of the Abyss, unclear as to why this had happened, he asked the nearest person what had happened.

The next thing that everyone else saw was an explosion.

Ulzin decided then that the time for running was now.

Ending up in a bar, sulking about his lost forge, he was propositioned to aid a party in restoring the kingdom of Renalta. Deciding that if he wished to see his hammer again, he would have to gain fame restoring a legend to prominence.

Strengths:

  • Unpredictable: Ulzin is not a follower of the traditional battle plan, instead doing what makes the person stop hitting him, as a result, it is hard to predict him, making him a challenging opponent.
  • Sword Training: From his days in the militia, Ulzin knows how to swing a sword in a way that could be construed as martial arts, meaning he is able to protect himself from charging opponents, though perhaps not very well.
  • Manipulative: Ulzin has plenty experience manipulating others into not harming him, and as a result has a good understanding of how to manipulate in order to get his way.

Weaknesses:

  • Frail: Ulzin is even frailer than other elves due to his skeletal physique and lack of armor,
  • Insane: Ulzin is eccentric, to an absurd degree, he does not have empathy in the slightest, and all he cares about is perfecting his smithing. Conversation does not come easy to those who are near Ulzin, as he rambles on and on, making him not a good choice for negotiations.
  • Poor Hearing: As a result of hearing a large amount of explosions, Ulzin's hearing has suffered.

Domains of Magic: Pyromancy.

Equipment:
  • A large metal staff, used to channel magics
  • Two knives and a short-sword
  • A number of iron bars.

Other:
Ulzin is bisexual, having multiple partners at one time of either gender

Signature: RyinMartinEric believes that the Kouri plushie lives on!
 
Last edited:
Name: Sabre

Age: 34

Sex: Male

Appearance:
cdd38ab265200627a1fb1386ccdabfb9.png


Background Choice: Ex-Slave

Motivation: To live in a land where he will no longer be hunted down as a slave, or suffer the kind of tragedy he had experienced before.

Biography: Sabre was born into slavery within the Free Holds. He was brought up to be used for any number of things. Cooking, cleaning, "entertainment", etc. As slaves are prone to experience, he was beaten for even the smallest of reasons, which gave birth to a hatred in his heart. What he was mainly used for, however was entertainment of the more violent kind. He was trained to use a blade and a small amount of magic, before was forced to fight in the arena. It was there where he earned a name for himself. "Sabre", after the weapon he had used to survive.

After many injuries and and close calls against the beasts and opponents he faced, Sabre's first master sold him to another. His new master was intrigued by his abilities, and had him made into one of their bodyguards...well, they said he was to be a bodyguard, but Sabre felt as if he was some kind of toy. He was made to wear strange garments and look both impressive and intimidating. He was beaten and tortured whenever his owner was bored. He was even used to kill some random slave for no reason other than for his master to show off and impress others. It was rare for Sabre to actually guard his master, but when he did, it was usually against underequipped slaves that had attempted to stage an uprising. He knew that it would never work, so he was forced to kill them when they came.

As the years passed, though Sabre held hatred for his owner, he eventually found love with a slave woman, and attempted to have a child with her. His time with her would come to be the greatest memories he would ever have in his life. Yet the worse part of his life was also connected to her. One day, there yet another "uprising", and in the chaos and confusion, Sabre watched as another bodyguard butchered his lover, and ended any chance for a child of his own to be born.

Filled with grief over his wife and unborn child, Sabre had finally decided to join with other slaves in an attempt to escape to another, hopefully better land. By the time he found himself alone, many others were caught, killed, or separated. He was alone, penniless, and would most likely have died within a few days, if not for the arrival of the King's Rangers, who had offered him a way to stay free. Free of everything that would cause him sorrow.

Strengths:
- Spellfencer (Essentially a swordsman who can imbue, cancel, and expel the effects of spells into or out of a physical object, typically their own weapons. Though they technically use magic, Spellfencers rely more on physical fighting, and thus limit themselves to only understanding and relying on the power of enchantments. Of course, since they are more focused on melee, they normally do not know how to create enchantment of more advanced magic without the help of another individual mage).
- Knows a variety of enchantments that he personally knows.
- Skilled in using a saber (He is mostly a melee character)
- Spell Expulsion (expels an enchantment out of the item/weapon in order to use it as a powerful burst).

Weaknesses:
- Due to learning about both magic and swordplay, only knows basic magic for enchantments.
- Expelling a healing enchantment will also become a burst, which would heal anything that gets in the way of his target.
- Uses too much energy to expel an enchantment from an item, as opposed to waiting for it to naturally disperse, and could pass out if attempting to expel an enchantment stronger than his own.
-Knows no magic aside from enchantment.
- Though he tries to keep himself in check, he could become enraged when seeing anything that reminds him of his former life as a slave.

Domains of Magic: Enchantment. Though nowhere near as skilled as an actual mage, he knows how to enchant objects with basic magical properties such as burning and freezing. He also knows how to expel to the enchantments from an object in the form of a burst of whatever magic was used. At the moment, he only personally knows how to imbue the power of fire, ice, wind, and healing magic, however if another is willing to assist, he can imbue the power of another's singular spell into an object.

Equipment:
- Saber
- Water Flask
- Cast-iron Pan
- Small bags of various spices

Other: Knows how to cook.

Signature: Otomos the Crazy
 
Last edited:
Name:
Armerza Gilkak

Age:
47

Sex:
Female

Appearance:
12de45f358a09bb67ee180bd2d456647-d61hui9.jpg

Image used without consent from Rachelle Fryatt

Standing a stout 4'1” tall, and weighing 197 lbs, Armerza is a powerfully built Dwarven woman. She keeps her honey-wheat toned hair long, to just below her shoulder blades, frequently decorated with braids, and leather thongs to add to it. Her groomed facial hair is restricted to following her lower jaw-line, starting just at the connection with her ear, and finishing three-quarters of the way to her chin. She actively shaves and trims to maintain this appearance. Her facial features are strong and defined, giving her a commanding presence. She has a few noticeable scars, including the most recent, and soon to be, healing gash over her left cheekbone

Background Choice:
Dwarven Expedition Survivor

Motivation:
To see the Gods slain, or banished. To gain coin and reputation for her deeds. To assist Kouri in her mission.


Biography:
Armerza was born to a woman who was damn near a legend, Ruvna Gilkak, and her wife, Gandolir, a woman known for her smithing. To bear Armerza, Ruvna and Gandolir selected a man who had a strong physicality to, in crude terms, sire her. She is the middle child of three, with one older brother, and one younger brother by three days. The eldest was named Hildin, and was born to Gandolir. Her younger brother, Vorn, was also born to Gandolir.

From a young age, Armerza proved to be quite strong, graceful, and quick to learn. Ruvna began training her daughter nearly from the day Armerza could walk. As she grew, the training became more intensive, Ruvna pushing her hard to get stronger, be faster, more quick witted than anyone else. Armerza's childhood and adolescence were sacrificed to help her excel in her training.

Cavan Witelk entered her life, when Ruvna started training others. He became Armerza's chief rival, and the two did not get along very well at first, though that changed as time went on. Over the course of four years, they developed a relationship, that provided an unexpected surprise...Armerza became pregnant. She was excited, her mothers were furious.

None of it lasted long however, in short order he brother became frighteningly ill, she had a miscarriage, Cavan was killed while working with a company. Finally, her brother passed away. All of this happened in the same year, during which Armerza prayed, and prayed to the Gods for assistance. For some semblance of hope. The Gods however, could possibly not have cared less.

They continued to reward those who earn their favour, not those who had proven themselves. They continued to ignore the plights of the mortals, or even cause harm directly. They were ruthless, arrogant, and unfit to wield such power that they never once, earned. Perhaps there were exceptions, but they were few and far between. The typical Dwarven disdain for the deities, became disgust, and loathing to her. This land would better off without their meddling and presence.

She joined a Company that was seeking a Renaltan artifact, lead by Polt Vrudast. Polt was a strong, and cunning leader, who had used considerable resources, in attempting to locate a powerful ring that could makes its wearer immune to poisons, toxins, and venom. It was said to be one of the wedding rings of Princess Kouri's parents.



Strengths:

  • Dwarven Race: Dwarves are naturally incredibly resilient to physical punishment, as well as poisons and toxins.
  • Strength: Armerza is strong. She has been strength training since she was young, under the influence of her mothers. She is very powerfully built, even by Dwarven standards.
  • Combat Training: While she is specialized, Armerza is still versed in combat with weapons outside of her normal repertoire, to better understand how to combat them effectively. She knows how to fight in a unit, as well as individually.
  • Axe & Shield Fighting: While she knows how to use maces, swords, spears, and other melee weapons, Armerza's training has focused on the use of axes and shield, in unison. She can be quite terrifying with them, using both in offensive and defensive capacities.
  • Heavy Armour Conditioning: Having spent the last twenty years, training in weighted chain hauberks and finally in full plate maille, Armerza is used to the shift in her center of gravity, the weight, the encumbrance, and the heat or cold, of wearing heavy armour.

Weaknesses:

  • Dwarven Race: Due to their smaller stature, Dwarves find it difficult to keep up with other, taller, longer limbed races.
  • Magically Inept: Armerza finds the use of magic to be particularily difficult, and outside of her realm of comprehension. She can generate and maintain the energy, but putting it into a spell of any sort, is extremely difficult for her to manage.


Domains of Magic: None.

Equipment:
  • Pellucid: Armerza is equipped with a very unique helm, in that it is fitted, with a single plate of Haragzum, a light weight, ultra hard alloy, that is near perfectly transparent. This gives her unparalleled visual awareness, with increased protection. A gift from her brother.
  • A suit of full plate armour. Starting with her quilted gambeson, with goussets of chainmaille anchored into place in areas least protected by the plate. From there, she has system of armour that is attached in pieces, giving her great flexibility in how she wears her protection. For field marches, she will typically wear a chain hauberk with the cuirass, right hand pauldron, rerebrace, and vambrace, leaving her left arm, her shield arm, free. Depending on length of the march, or expected resistance, she may attach her greaves, and cuisses. To protect her head and neck, she wears a coif, under what seems like an open faced helm, except for the flange around the opening, that holds a transparent metal, known as Haragzum. This metal is an alloy of several different rare metals, that becomes transparent through a long, and complicated process of refining, that yields only small quantities. It is extremely hard, but not exceedingly durable, and is significantly lighter than steel. Its qualities make it extremely hard to work with, being unweldable, and it can only be cast into the shape required. The benefit however, is that she has superlative visual awareness compared to anyone else wearing a normal helm, while ridding her helm of the weakness of eye slits. From the base of the helm, is an articulated gorget. Over all, her concept of lightly armoured, is still much more heavily armoured than the average infantry, or highwayman, and with her skill in arms, she is not to be taken lightly.
    When knowingly going into combat, she will take the time to put on her full set of plate armour, which almost fully encases her in steel plating. The steel is high quality, well forged and hardened.
  • Rosh: A spear similar to a shorter human Spetum or Ranseur. The weapon is six feet, two inches in length, with a primary, double edge blade that is ten inches in length. From the base of the primary blade, sprout two, gently forward curved spurs, each five inches in length. These spurs are sharpened on the inside edge, greatly increasing the chance of hitting an enemy with a thrust, and causing severe damage. With their blunt spines, they can be used to trip an enemy. The weapon is exceedingly versatile and efficient in its use. Rosh is simply Dwarven for Spear.
  • Axepick: Very similar to what is, in naval useage, called a boarding axe, the axepick features a regular, thin profile axe head, backed with a thick, armour penetrating spike where the poll usually is. Forgewelded to the head, are a set of langettes, to add extra protection to the wood handle, and makes it impossible for the head to work loose under heavy impacts.
  • Francescas: She carries four, fairly normal, throwing axes. Wood hafted.
  • A trio of ponies. One riding saddle and two pack saddles. The reason for three, is so she has a pair of remounts, rather than riding one animal to death. Also allows her to carry her armour, some clothes, and adventuring equipment.
  • Clothing: A large wool cloak, one casual outfit for when armour is not practical, or not allowed. One simple, but attractive dress for when the occassion calls for it.
  • Personal kit: Shaving supplies, hair supplies, etc.
  • Gear maintenance kit: a couple of specialized hammers, dollies, wire coils and rivets, oils and some enamel paints.

Other: Left her childhood Kouri plushie at home.


Signature: Goldmarble
 
Last edited:
Name: Ludvig Larsson
Age: 43 (Actual Age: 171)
Sex: Male
Appearance:
7b077ccc971311b0d9ae48bc14bd661a.jpg
(Art by fella(s) at Daverapoza.com)

Race: Undead

Background Choice:
Other : Cursed Entity - Ludvig walks the realm of the living seeking redemption due to his failures in life, and deems that the only way to do so is to await Kouri's return, and aid her upon her quest to end the tyranny of the gods. He on the other hand never told this to the Guards, and preffers to keep his identity a secret.

Motivation: Having been apart of the Original Queen's Guard, Ludvig Larsson heard of the King's Rangers and their will to aid Kouri, and hoping to finally end his duty of protecting Kouri and the Renaltan Kingdom he seeked them out, although he never truely revealed his backstory with Kouri.

Biography: Ludvig Larsson was born into the Kingdom of Renalta a rough century ago, to two loving parents, living under the rule of Kouri's parents. At his youth, Ludvig was much taller and broader than the other children, and whenever he was playing around with them he'd always in the end end up hurting one of his playmates, causing some minor concern for him growing up to arise. Believing he needed to learn discipline, his parents made him enroll in the protection of their village at the ripe age of thirteen. During training however, he was most known for using sheer stubborness and willpower to overcome most of his foes, even if they had the better training and equipment, he'd never back down unless he was subdued. He came to be known as "the Bear" amongst his comrades.

This got the attention of the Royals, and in the end Ludvig Larsson was able to put his constitution and willpower into full power by joining first the Army, and from there was able to be promoted all the way to Royal Guard, due to his loyalty to those who were above him. He personally called them "friends" and as thus would defend them no matter what. When the day that came to end the Kingdom of Renalta, Ludvig had just had his 43rd birthday, and was called out to join the defence. When it was realized that there was no way they could beat the Angels, he was instead told to safety-guard Kouri until they could find a spot for her to hide in. On horseback they rode all the way to the spot she'd hide in, and after the deed had been finished Ludvig rode up north, whilst the other Royal Guard that were still alive spread themselves out much more randomly, some heading in the direction of where she was hiding, others running the opposite.

Ludvig succumbed to the cold and died, as the pact they had created where Kouri was hidden ment they had to take their lives to ensure Kouri would never be found until her time was due. Hundreds of years later, an adept necromancer attempted to cast the zombification spell on Ludvig, but had mispronounced a key word in it, meaning that they had revived him, but he was still conciouss and aware of who he was. He killed the necromancer, and walked down south for years, until he was finally found by King's Rangers, resembling more of a lumbering mountain of flesh than a man. When questioned, Ludvig told them he was loyal to the true crown, of Kouri, and no one else. Ludvig was expecting a fight from them, but instead was put off into a more cooler area to try and find Kouri. Ludvig had forgotten just where she was hidden, and as thus had to join the King's Rangers quest to find her. After centuries of being frozen and only brought back by accident, Ludvig seeks to aid Kouri to finally end the shame that he tried to escape by dying- although he himself is not completely aware of what it was.

Strengths:
  • The Bear of Renalta - Ludvig was resillient and a banner of hope amongst his fellow comrades in life, and even in death he still shows this constitution that made him famous in life. Even when wounded or incapacitated, Ludvig receives no negative effects and can fight on, although when his arms start to fly, he'll start to suffer due to the physical removal of his limb.
  • The Undead endures - Being undead has a sickening way of making one more resillient to death-dealing blows. Blows that would have normally slain a living person has a chance of just being counted as a 'grievous' wound. Ludvig also has some innert resistance against the cold.
  • The Guardian's Eternal Watch - Taken from the training when he was alive, Ludvig can intercept blows that would have normally struck an ally that's close to Ludvig. In order for this to work, Ludvig must be within 4 feet of the ally and have specified what his intent is before any attacks are made against his fellow allies.

Weaknesses:
  • An unholy beast- Due to his inherent Undead status, Ludvig Larsson is less likely to win over the hearts of others through charisma and looks. In combat he's more lightly to be targetted if fighting against religious figures. Against the heat and fire damage, Ludvig is considerably weaker, and Angels using 'Holy' magic can quickly put fear into his heart.
  • The Test of Time - Ludvig may be Undead, but even they may rot away in another sense. Ludvig needs to take breaks in order to restore his mind back to it's full potential, or else he has a chance of breaking down and becoming easily manipulated by other forces. A Necromancer's magic has a chance of controlling Ludvig if he attempts to cast a spell that'd put the dead under his control, depending on primarily for how long Ludvig have gone by without resting.
Domains of Magic: None

Equipment:
Studded Leather Armor with platings on his left side. (Counter-act Right-handed opponents).
1 Shortsword of Renaltan Origin (Bronze).
1 Honing Stone.
1 Buckler Shield.
An amulet of the Royal Guard, kept hidden within his chest cavity.

Other: He carries a Kouri Plushie, that still lives on.

Signature: West.
 
Last edited:
Name: Angela Schönkalb

Age: Twenty-Eight

Sex: Female

Appearance: Angela radiates a sort of unnatural beauty that makes her Angel-touched heritage obvious. Her hair is a silky, flowing blonde; her skin is pristine and smooth; and her eyes are a radiant golden hue. She is tall, standing around 5'11, and is a strong looking woman, with an appealing mix of muscle and femininity. She is generally seen in the Silver armour of her former order, but she also has a habit of making just about anything look good; from peasant garments to ball-room gowns.


Background Choice: Ex-Silver Shield - You grew up on the opposite side of the King’s Rangers. You served the Gods as one of their mortal warrior worshipers, who sought out to destroy any and all enemies of the Gods—demons, and agents of the King’s Rangers. One day, after capturing a King’s Rangers, you let him speak. Your curiosity gets the best of you, and you let his serpentine words into your mind. You consider them: Why did the Gods destroy Renalta? It was unholy, of course!... But, why? You don’t know. It plagues you, it eats away at you. Eventually, you can’t take it anymore, and you ask your superior. He grows angry at you and strikes you, and soon after being disciplined, you abandon the order. The King’s Rangers capture you, and you simply allow it—to atone for your sins however, instead of dying, they have offered you a real chance at redemption: To help the Princess of legend, who has recently awakened. A chance, perhaps to clean your stained hands, and learn the truth of who this Princess really is...
Prerequisites: Magic is restricted to “holy” classes. (Light manipulation, divine force, and healing.)
Limit: 3.
Note: You are a traitor. If the Gods or the Silver Shields capture you, they will kill you without second thought and without mercy.

Motivation: After Angela was instructed to execute a number of innocents, she quickly found herself repulsed by the Silver Shields, and by Rheinfeld and the Gods as a whole. She now seeks atonement in the broken shards of Renalta, a kingdom once renowned for its peaceful tendencies.

Biography: Born the Granddaughter of an Angel, Angela was named after this lofty connection and was pushed to join the Templars from a very early age. Due to her natural talents, she was quickly rushed into the academies of the Silver Shields, where she learned how to wield a blade and use her magic in the name of Justice, the Gods, and Rheinfeld.

Perhaps due to her gentile nature, Angela never really got far in regards to promotions. Truth be told, she was the greatest of her peers, and even outmatched some of the higher ranking officials in the Silver Shields when it came to both magic and sword play. Still, despite this; she remained a lower rank than many thought she deserved - Including her Grandfather, who pushed her to press for promotion.

Perhaps out of respect for her Grandfather, Angela was given a mission of utmost importance. She was ordered to apprehend a group of witches from the nearby mountain range: having been told that the monsters had been attacking outlying villages. She led the mission with an expert's touch, surrounding the mages and attacking them at night. She ordered her men to attack without killing the strangers, and her task was complete to perfection. Much to her surprise, however, she saw no sign of the monsters she was warned of. She saw hungry women and starving children, guided by a female King's Ranger. All were touched with the gift of magic, to be sure, but none of them seemed anything close to a threat. When she approached the leader of the group, with the charges that had been levied against her, she balked at the suggestion and insisted on her innocence. Angela, put off by the whole situation, agreed to take them to meet a higher power, and be judged accordingly.

She brought the accused into Rheinfeld, with the intent of bringing them before her Grandfather. Instead, they met with the Archangel of Vengeance, Typhon, in a moment of happenstance. Typhon saw the mages, bound as they were by Angela and being led to the judgement chambers, and drew his sword. Before Angela could so much as open her mouth; four of the mages were dead. His second swing killed the other three, and he was sheathing his blade as the tears started to well up in Angela's eyes. She had to muster every ounce of her willpower to stifle them, as she felt the looming presence of Typhon. She expected some chastisement, or act of wrath to be brought down upon her; instead, she felt his powerful hand upon her shoulder, and the most venomous words she could imagine from his mouth.


"Congratulations on the fine work, Child of Hope."

It was days later that Angela recovered from the encounter, having hidden away in her room in the interim. She was revolted by the actions of an Archangel, no less; and she found her faith irrevocably shaken. She sought some sort of guidance, but found none. Her parents had no advice, her superior had no advice, and even her grandfather had no advice. If even an Angel of Hope had nothing to offer, what hope did she have for finding her faith again?

Eventually, she came to a decision. She knew that she would not find answers in Rheinfeld, so she would find them elsewhere; in the broken remnants of Renalta. After all, Renalta had once been savaged by Typhon. Perhaps there, she could find a new outlet for her faith. Perhaps there, she could find herself a reinvigoration of her shaken spirit. Perhaps there, she'd find someone else who had grown to resent and scorn the Archangel of Vengeance.


Strengths:

  • Shield of Faith: Angela is a creature of pure martial prowess. Her talents with weapons are well beyond the average, with her speciality being the use of a shield and sword. She was amongst the top of her contemporaries of the Silver Shields' lower ranks; an elite group in-and-of itself. In truth, she is perhaps a little better at going on the offensive and relying on her armour to keep her safe. She rarely has true competition in swordplay, after all.
  • Angel-Touched: Angela's is a second-generation Angel-touched and as such has a number of benefits; she is naturally more approachable and attractive, she has slightly stronger connections to Holy Magic, and she seems to exude a certain radiant aura which helps put aggressive minds at ease.
  • Smite the Wicked: Angela is able to imbibe her weapons with holy magic, allowing them to become empowered and hit harder for it. She can also use this holy magic to heal people, to a lesser extent.

Weaknesses:

  • Rheinfelder's Upbringing: Angela, despite being one of the more gentile of her order, still shares a certain perspective brought about by the norms and values of her birth country. She struggles to offer the same level of compassion to the less human of the humanoid races, such as Orcs and Beastkin. She is also downright revolted by anything she perceives as 'Unholy', such as the Undead, Vampires, and Werebeasts.
  • Guilty Conscience: Angela's ravaged confidence has left her a lesser warrior. Without the confidence of her faith, and without a purpose to truly believe in, she finds it difficult to muster the same control she once had over her magic. While it may only be a placebo effect, she is generally made lesser by the recent events that caused her to leave her order; and she will struggle to recoup and then further improve without finding something to ease her ailing mind.
  • Driven by Compassion: Angela is a creature of good. She is so driven by her desire to be a good person that she abandoned her home, her friends, and her lifestyle. If Kouri's mission ever leads off of the path of good, Angela will start to doubt it; perhaps even lose faith in the Princess.



Domains of Magic: Holy Magic - Angela is able to empower people and herself with the energies of her faith. What was once focused through her faith in the gods is now focused by her faith in herself and the idea of redemption. There are two major uses of her magic. One is in empowering other people, healing them and reinvigorating them with a sense of renewed strength. The other is the power to empower her weapons, making them glow with a holy radiance that explodes outwards as additional force when it hits something.

Equipment:

  • A Longsword, made of Steel
  • A suit of Plate Mail
  • A Silver Shield, with an obvious scorch mark across the centre, marring its beauty.
  • A Horse
  • A set of travelling clothes
  • A cloak
  • A sewing kit
  • A silver pendent in the form of the Mother's sigil.
Other: Angela is able to sew! It is one of her few delights, and she has repaired more than her fair share of Kouri Plushies; long may they live on.


Signature: LimeyPanda agrees to da rulez.
 
Last edited:
2b2d2985-6075-41da-a96a-48dc21c10b93.png

(Rights Reserved by Legend of the Cryptids)
Name: Bjorn Reinhart
Age: Twenty Eight
Sex: Male
Height: 6'2
Appearance: Stocky with a shaven beard, Bjorn spends a lot of his time doing military duties and only takes a certain amount of pride in his appearance toward the public when making appearances for parties. If he can avoid it, he will take as little care to his appearance as possible and therefore detests having long hair as it’s too much of a pain in the backside to maintain. Much like his father Bjorn has icy blue, grey tinted eyes and a rectangular jawline. He pertains little in the way of looks that are similar to his mother other than the chocolate brown colour of her hair and pale complexion.

Background Choice - Outsider Nobility: You are a nobleman from the Kingdom of Rheinfeld or the Kingdom of Liveria, or the Free Holds. You’ve spent your life toiling away to improve your family, learning of all the social arts, the way of war and perhaps even some magic if you were so inclined, and could get away with it. For one reason or another however, you’ve held sympathies for the princess of legend, and have dreamed of aiding her—perhaps to improve your status, perhaps to improve your bloodline, perhaps out of a genuine sense of noble intentions. Regardless, when the King’s Rangers came for you in the night, and made the offer to join her, you accepted.
Prerequisites: From the Kingdom of Liveria, Kingdom of Rheinfeld, Free Holds. Is a Noble.
Limit: 3
Note: If from the Kingdom of Rheinfeld, you cannot be a mage. If from the Free Holds, your family most likely owned slaves—whether your character was comfortable with this or not.
Motivation: In order to assist in dethroning the gods who have ruled with an iron fist for so long.

Biography: First born son in the Reinhart family, since a young age there were many expectations put onto the boy’s shoulders. Bjorn had little to do with many other children as a child, those he did get the privilege of playing with were often fended off by his quiet and reserved demeanour, it was only his elder sister he really opened up to. At an early age his parents instilled in him, his duty of becoming a high ranking member in the Templar’s Order and thus they also tried to influence him about their hatred for magic.

In his later years, the boy who had grown up with a strict routine had become equal parts proud and rebellious. He started to question the gods and the blind faith of his people. As he grew more distant, he garnered a reputation for being a man of few words amongst the peasantry and the villagers; eventually earning the nickname ‘The Reinhart family’s Dark Horse.’

After years of watching his friends and family get into stupider situations, many of the dying as a result off the cruel and unkind ways of the gods, he left Rheinfield. He left without a word, and made the decision to explore the land of Renalta, and discover the truth of the gods and their servants; dreaming of one day ending his people’s suffering under their unjust rule. Eventually he found himself among the King’s Ranger, and decided to assist them in dethroning the gods.

Strengths:

Beacon of Anti-Magic: Years of Templar training have forged Bjorn into a bastion of Anti-Magic. He exudes an aura of anti-magic around himself that makes him a night for mages. His anti-magic is refined to a fine point, and makes it difficult for magic users to target him with magic of any kind. Due to his training, he is able to dull the anti-magic somewhat, so that his fellows might cast weakened spells upon him.

Ranger: Trained with swords in his early years and bows in his later, Bjorn has become a ranger adept in the precision and accuracy of using a bow. Much of his time is dedicated to making sure his skills are up to par.

Survivalist: After travelling for so long in search for the truth of the gods, Bjorn has gained survival skills useful to keeping himself alive in the wilderness such as skinning hides and using natural resources to stay alive in scarce situations.

Private and Specialised Education: Once a part of the Rheinfield nobility, Bjorn has a good head for politics and warfare. He was taught in subjects from tactical warfare, to leadership, etiquette and how to deal with financial difficulties in the hopes that one day he would take over the Reinhart family profession.


Weaknesses:

Anti-Mage: It doesn’t matter what you say to him, or do. Bjorn doesn’t like magic at the best of times and will do whatever he can to avoid it and in many circumstances will focus upon removing them from the equation.

Hatred – Loose Women: Ever since he was young Bjorn has hated loose women who throw themselves at men just so they can have sex. As a result Bjorn has never slept with a whore as he refuses to bring himself down to that level. He sneers at women who have the audacity who try to and attempt to throw themselves at him.

Hatred – Religion: As a result of his childhood Bjorn has grown to have a hatred of those who will blindly follow a god. He believes there is a certain amount of irresponsibility in putting faith in something to go well for by praying for something to happen. While he cannot deny the gods exist, he does not appreciate their existence.

Distrusting – Bjorn struggles with trusting people he doesn’t know, he will not co-operate with people properly until they have proved themselves to him.



Domains of Magic:
Anti-Magic: Bjorn's anti-magic aura helps the ranger resist magics, however does not completely negate them. I.e. a fireball would still burn and hurt a lot, but not as badly as if her were without it.


Equipment:

· Horse
· Saddlebags
Ø Rations for two weeks
Ø Tent
Ø Flint and Tinder
Ø Flask of Water
Ø Rope
Ø Book: the Creatures of The World
Ø Leather Armour Suit
Ø Bow
Ø Longsword
Ø Oil Lantern
Ø A Flask of Oil
Ø Parchment
Ø Writing Ink
Ø Quill
Ø Skinning Knife
Ø Cutlery
Ø Small Pouch of Coin

Other: Bjorn has a keen interest in animals and is trying to learn more about them by observing and reading.

Signature: Nalax agrees to the rules the Kouri Plushie lives on.
 
Last edited:
Name: Ole Fischer.
43905f349534fe87e751c918f757adef.jpg

Age: Thirty-Nine.
Sex: Male.

Appearance:

It is clear Fischer is a man who pays special attention to maintaining his physique, even at nearly forty years his six foot frame resembles that of a warrior at least a decade younger. His visage is not as lucky, while still reasonably handsome, a the stress of a life on campaign has had a striking effect. His once chocolate brown hair is streaked with premature grey, his beard almost completely devoid of its original color. Age lines run heavy on his face, steel-blue eyes look wearily out; Aloof at rest, unnervingly intense in combat.

Background Choice:

Other - Soldier of Fortune: Fischer has spent most of his life working the grim trade as a mercenary, using the funds he earned while doing so to raise his position in life.

Motivation:

He's superficially convinced himself it's a quest of personal atonement, help free the world from the god's tyranny and bury his sins with it. Deep inside he knows different, the warrior inside him is restless and this is the perfect opportunity to ply his bloody craft guilt free. Who knows, maybe he'll even earn a little bit something extra on the side.

Biography:

In taverns all around the continent you'll be likely to meet at least one person familiar with the name Ole Fischer. In Liveria and the Free Holds he's known for his work as a soldier-of-fortune, undercutting the local contractors and being, at the very least, reliable. In Renalta he's more known as an enigmatic, if not respected, entrepreneur who butts heads with the local nobility over taxation laws. Only in his home nation would you struggle to find anyone who has even heard the name Ole Fischer. Not exactly surprising, he had fled from there before he had a chance to make a name for himself, a fifteen year old child with dreams of grandeur and a plan to secure it: War.

And war he found. Mercenary work is easy to come by in the Free Holds and the young Fischer took to it with like a trout to a river. Over the next couple decades he proved his mettle again and again, his reputation for reliability and policy 'no questions asked' serving him well. He took pride in his versatility, willing to serve as everything from a ranked pikeman to a personal bodyguard assuming the employer was willing to pay his premium. Perhaps his proudest moment is when he was shipped off to Liveria for to assist in the protection of a young noble whos unwelcome advances had irked a baroness. The assassins sent were witchhunters themselves, who underestimated the ragtag band of Free Hold mercenaries as common fodder. A fatal mistake, their unfortunate leader meeting his end with an 'impossible' crossbow shot delivered by Fischer himself.

As cold as his dark work made him to be, Fischer was no monster. He avoided the temptations of flesh and narcotics, managing to save where others of his ilk would go broke after a few nights of debauchery. What wasn't saved was spent on meager lodgings and equipment, some even went to help out the occasional unfortunate soul. The mercenary had done well to destroy lives, he owed the world some kindness. The most fateful of these occurrences involved a unique foreigner and a convenient contract. Fischer generally did his best to keep out of the business of slavers. The practice never sat well with him, but he was not foolish enough to meddle in their affairs.

When slavers are out for slavers though, it was fair game. Like many before they didn't see the first strike and before he knew it Fischer and the other contractors had killed most of the small band and driven the rest to the hills. The slaves were freed, there wasn't much else to do with them, among them a foreign fox-creature. He offered his services in payment for his freedom. Not one to pass up on free help, Fischer took him in.

Kosuke was his name. They grew closer than he could have ever imagined.

Life as a mercenary grew less appealing. The danger suddenly seemed pointless, Fischer had coin and a whole new reason for living. Retirement did not last long, souls like the now former-mercenary's are not ones to rest and he looked for a new excitement; Free Enterprise. His life of shrewd dealing quickly paid off, he managed to secure an abandoned copper mine in the Renaltan Remnants and paid a workforce from his own pocket. Revenue flowed and soon it expanded to two mines, then a smelter to process the ore on his own. He grew rich, richer than he ever could have imagined. It didn't fulfill.

He couldn't help but look back on his time as a mercenary and weep, the world was wretched enough as is and he only served to make it worse. All the King's Ranger had to do was breath a mention of the return of Kouri and her supposed quest and the former mercenary was on board.

Strengths:
  • Deadly At Three-Thousand Paces: Fischer is a legend among his former comrades, his uncanny accuracy with a crossbow so great that it's said he could hit a man at three-thousand paces. A ludicrous claim, yes, but no skeptics have volunteered themselves in order to disprove it.
  • Veteran Warrior: Fischer has been fighting in battlefields all over the world for a significant part of his lifetime and has somehow managed to get through intact. While he spent much of this time mastering the crossbow he has had to wield damn near every stabby, slashy or smashy instrument at one time or another. All it would take is a practice session or two and he could hold his own with any common weapon.
  • Bushwhacker: Fischer was never a fan of fair fights, as if such a thing exists, and is well versed in stacking the odds in his favor. Ambush tactics, booby traps and other acts of skullduggery are but tools and the Veteran wields them like a master.
  • Best That Money Can Buy: Fischer's affluence affords him access to the some of the best equipment in the world. Some magic, some 'simply' master crafted.
  • Gold On The Copper:Unlike many of his fellow mercenaries who blew their hard-fought gold as fast as they earned it Fischer saved it and eventually invested it in his own private enterprise. He owns two productive copper mines as well as a forge to refine the collected ore, almost all of which is sold to various parties within the Remnants to avoid too much attention. This has made Fischer quite wealthy, rivaling that of some lesser noble houses. He keeps what's most folk would consider a considerate amount of coinage on his person at all times, stored in secret pockets hidden within his clothes. The rest of his wealth is a lot harder to get at, either stored in illiquid assets or various scattered vaults.
Weaknesses:
  • Taste for Blood:You can take a man from war, but war never truly leaves a man. A life of blood and conflict has left its dark mark on Fischer's psyche. While mostly confined to the darkness in his mind sometimes intrusive thoughts make a charge at reality, subtly pushing Fischer to conflict where none is needed, to spill blood where parley is possible.
  • Figure of Envy: Fischer's wealth has not escaped the eyes of the world unnoticed. Nobles look upon him as an aberrant fiend, shunting the natural order of things while his fellow commoners just see him as another overlord growing fat on the work of the honest man. He now sits in a sort of class limbo, only really able to identify with other independent capitalists, not exactly a plentiful demographic.
  • Love is Foolish:Fischer's relationship with Kosuke is undoubtedly strange. There is perhaps no two more mismatched individuals in all the known world. Weird as it may be though, Fischer's love for the Kitsune is true. Should Kosuke fall into mortal danger Fischer's utilitarian facade will collapse and he will do whatever it takes to save his lover.
Domains of Magic: None.

Equipment:
  • Masterwork Arbalest: Fischer likens this stocky bolt-thrower to himself; Externally rugged, internally intricate. Strange knobs are found around its all-steel frame, allowing for adjustments in everything from the tautness of the string to the elevation of the flight groove. It's arcane nonsense to most folk, but every bit of adjustment counts when making long-range shots.
    • Telescopic Aim-Assisting Spyglass: A long brass spyglass that can be mounted upon the arbalest to give Fischer better view for long range shots. It's a bit fragile for Fischer's taste, he only risks mounting it when needed.
    • Self-Cranking Cranequin: The arbalest's in-built cranequin is enchanted to span the devise with a push of a button, allowing for a relatively high rate of fire. Should the enchantment be dispelled to otherwise rendered null the cranequin can function as its mundane counterparts and be cranked by hand.
    • Ripper Bolts: A roll of heavy bolts with notably large, spiked heads. Upon striking a target these bolts magically detonate, sending shrapnel tearing through the unfortunate target. Lacks the penetration power and range of normal Quarrels.
    • Quiver of Quarrels: A large quiver of bolts, heavier than normal, but otherwise mundane.
  • Steel-Handled Battleaxe: A battleaxe of Free Holds design has been at Fischer's hip for most of his mercenary career. Though scratched and worn with a decades worth of campaigns it still serves as faithfully as it did when new.
  • Fighting Kris: Etched fish are depicted jumping along the blade of this knife as if it were a wavy river. 'Quarsdorf' is engraved into the rose quartz handle.
  • Steel Targe: Another mainstay from his time a a mercenary. This moderately sized round shield is battered, but uncompromised, the surface polished to show off every dent with pride.
  • Fine Half-Plate: Simple, well made half-plate that provides great protection for Fischer's torso, arms and thighs without hindering him much, if at all.
  • Martin: A powerful, grey courser bred and trained for the rigors of combat. Used by Fischer to carry him and his stuff around for the most part.
Other: Fischer greatly enjoys poetry and song, with a particular weakness for war dirges. Recently, he has taken to writing and performing his own pieces.

Signature: I, Isaac, agree to to be a part of whatever vile schemes you come up with and sign away my character's life for the point of story, tension and what-have-you. Kouri Plushy.
 
Last edited:
NLEb79n.png
Name: Kalemn Weller - Art by qiqo on DeviantArt
Age: 24
Sex: Female
Appearance: 5'5"/165cm; 145lbs/65kg. Long, greasy brown hair. Dark brown eyes, right eye pale from cataracts. Old burn scars across face. Missing little finger of right hand.

Strengths:
  • Hardy - Kalemn has suffered her fair share of blows, and has persevered nevertheless.
  • Raider - With plenty of experience under her belt, Kalemn has almost mastered the art of moving through the woods stealthily and quietly. Especially under cover of darkness.
  • Fighter - With a cheap sword in one hand and a glorified plank of wood in the other, Kalemn has been fighting to earn steal a living for over a decade. While not of legendary stock, considering her main foes have been villagers armed with clubs and spades, she is still capable of holding her own in most situations.

Weaknesses:
  • Poor Eyesight - After being struck with a torch, her face boasts an impressive array of burn scars, and her right eye is pale with cataracts, leaving it largely blind.
  • Uneducated - Raised amongst bandits, there was a noticeable lack of opportunity for Kalemn to learn her letters or numbers.
  • Injured Parties - Her scars are nothing if not memorable, and there are plenty of villagers hailing from the Renaltan remnants who might recognize the outlaw.

Background Choice: A Better Life
Motivation: Fame & Fortune (in roughly that order of priority)
Biography:
Kalemn was born and raised amidst a band of bandits in the remnants of Renalta. Some of their food was from hunting, but for the most part they subsisted off of raiding nearby villages or even traders travelling between Liveria and Rheinfield when they were feeling confident. Not exactly the most benign of lifestyles, but without any formal authority or law, there was little to stop them.

During her youngest years, growing up a child of the bandits wasn't that much different from growing up in a village. Children fought over toys and kouri plushies, and there was a sense of community and familiarity between the outlaws. Work for the young was plentiful, as the adults asked for help with repairs made to tents or with saddling and hitching horses. Sure, people would often return home bloody and weary, or perhaps not return at all, but it was treated as a simple fact of life.

And as Kalemn grew older, her responsibilities began to expand outside the confines of the roaming camp. She helped scout out villages, steal livestock under the cover of night, and lay traps for passing caravans. Then when she was strong enough to hold a sword, she became a full fledged outlaw, raiding villages and fighting merchant's guards. At home she would tell exaggerated stories of her exploits to her father while her mother tsk-ed and sewed shut wounds. Some of these wounds were minor, scratches and cuts that would heal in a few days. Others were more severe, such as when a defiant villager seared her face with a torch before one of her fellow bandits could fight the man off.

Still, she's never had much of a problem with her lifestyle, in terms of danger or amorality. But like many young adults, Kalemn can't help but wonder about what life would be like beyond the current holding pattern. Of what wonders the world holds beyond the familiar rolling hills, or what fame she could acquire if she stopped stealing a pittance from those who lived in the dirt.

Equipment:
• Cheap sword, well notched and worn
• Thick wooden shield, similarly marred
• Leather armor
• Heavy boots
• Leather gloves, that help hide the fact of her missing finger
• Travelling pack
• Numerous apples
• Additional rations
• Coin purse, complete with actual coins​
• Three hidden knives; one for each boot, and one strapped to thigh
 
Back
Top