The Legend of Renalta (OOC/Sign-Ups)

Character is of a moderate amount of power.
Character is of a lower end of power.
Forever the underdog. ;)

Clarification Required: Incapacitation of targets via spirit magic. How strong is this, what exactly do you mean? Please describe so I can get a better gauge of its power.
A contact-based attack, it acts in a manner functionally similar to possession. 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. Tearing the soul completely from its vessel, as she did to Faolan, is not something she can pull off in a combat environment—or anywhere, really, without putting herself at great danger.

Whether the contact should be effective through clothing and/or armour I am unsure—though I lean towards solely skin contact, if only for the added intimacy of the attack.

I will now add a note on my CS with the above details.
 
Name: Cassick Mirestrom

Age: 35

Sex: Male

Appearance: Cassick stands at six foot nine inches, and is a mountain of rippling muscle and scars. A deeply ugly man, Cassick's nose is flat and squashed, his mouth permanently in a sneer due to a fencing accident, his eyes sharp and yellow. He has a seemingly permanent half-stubble, patchy where the hair failed to grow through scar tissue. He's bald on top of his head, with deep gouges in the shape of teeth dotting his head like a crown. The only attractive feature is his voice, which is deep and melodic.


Background Choice: Ex-Silver Shield

Motivation: Cassick has done terrible things as a Silver Shield, and hopes to atone for his transgressions by finally fighting on the 'right' side.

Biography: Cassick grew up a prodigy in dual weapon fighting, with a god-fearing father who knew the Silver Shields well. Acknowledging Cassick's natural size and ferocity in combat, his father became more swordmaster than kin, raising Cassick to analyze combat situations out of every single encounter - dangerous or no. Cassick learned to say little and focus on the orders given to him, and was a promising recruit under the Silver Shield banner, bringing swift justice and mercy to all those that would oppose the Shields. Quickly, he became known for his ability and tendency to leave few witnesses.

Missions came down - more and more brutal as time passed. Cassick was the first in when there was a suspected King's Ranger in a fort of ten men. Cassick was called upon when a village of Ranger sympathizers were hostile to the Shield's rule. Cassick stepped up when interrogations of suspects were to be held, in the rare cases that he was encouraged to leave a survivor. For twenty years, Cassick served - through brutality, through blind faith, through his father's voice in his ear.

But one day, his father passed. He passed of fever, ill in his bed, with nothing the medicine men could do to revive him. He passed screaming about the Gods - that they were liars, that they were traitors, begging for Cassick to come to his side.

He passed alone, as Cassick was flaying the skin off of a Ranger at the time.

When he heard the news, the Shield began to quietly worry at a blister of a thought, one that had been forming beneath the relentless chafing of his unquestioning service and loyalty: why? What made the organization good? They were founded on a belief - why did they believe it?

He never found an answer, until a captive Ranger told him his story, and the blister became an open, festering wound.

None of the Silver Shields wanted to hear his questions. They punished him for asking, demanding why he questioned faith, why he would throw their holy work into turmoil. They beat him, they removed his tools, they lowered his status. But in the end, it was he who walked away.

It was he who sought out redemption.


Strengths:

  • Cassick is very muscular, and hasn't slouched on his powerlifting.
  • He's lived his entire life by the sword and bow, and has a specific mastery on dual-weapon fighting
  • He knows a wide range of torture techniques, and psychological tricks
  • He is dulled to violence

Weaknesses:

  • Cassick is very heavily scarred and has many wounds that are poorly healed, resulting in phantom pain
  • He's no spring chicken, and his stamina isn't what it used to be, meaning that he needs to fight in quick bursts and won't make it in a drawn-out bout
  • He posesses zero magical ability.


Equipment:
  • Two swords, curved slightly and inscribed with red, jagged lines
  • Sleeveless chain set
  • A dagger
  • A set of simple poisons (nothing lethal) and itching powder, attached to a belt
  • A long, black cloak

Signature: Rorshach's Journal.
 
TOTALS

Here are some statistics shenanigans I’ve collected for the purposes of determining group composition and dynamics. Only completed sheets are counted.

Percentages are rounded by standard rules of math, meaning they’re approximate—some may have a total point error of up to 5%.

TOTAL CHARACTERS: 22.

COMBAT ROLES – EXPLANATION

Melee: Character who is reasonably capable of combat in close quarters—typically through the use of a weapon.
Ranged: Character who is reasonably capable of combat at a range—typically through the use of a weapon.
Magic: Character possesses magic of some type.

Burst: Character who is capable of an alarmingly high amount of damage in singular hits or within seconds of beginning combat.
Diplomatic: Character who has an edge in diplomatic encounters.
Evasive: Character who is explicitly agile, to the point that they could be consistently evasive.
Healer: Character who mends wounds.
Magic Resistance: Character who is capable of resisting magical spells through anti-magic specifically. (Does not include racial powers.)
Stealth: Character who is capable of activities of subterfuge of some notable capacity.
Support: Character who uses explicitly described supporting abilities to a party, other than healing.
Tank: Character who, through high defense or health, can sustain several hits and keep standing.
Sub-Tank: Character who has a moderate level of defense or health, who can sustain a few hits—more than average, but not significant enough to make them reliable on a front line alone.
Threatening: Character is of a significant enough power in combat, or who appears as such, to cause enemies duress. (IE: Enemies will target this character more often in combat.)
Underestimated: Character is of a significant enough lack of power in combat, or who appears as such, to cause enemies to be more dismissive. (IE: Enemies will target this character less often in combat when given alternative options.)

COMBAT ROLLS - TOTALS

  • Melee: 16. (73%)
  • Ranged: 7. (32%)
  • Magic: 11. (50%)
  • Burst: 10. (45%)
  • Diplomatic: 6. (27%)
  • Evasive: 4. (18%)
  • Healer: 5. (23%)
  • Magic Resistance: 2. (9%)
  • Stealth: 4. (18%)
  • Support: 2. (9%)
  • Tank: 5. (23%)
  • Sub-Tank: 4. (18%)
  • Threatening: 6. (27%)
  • Underestimated: 5. (23%)

Armerza Gilkak (Goldmarble): Melee, Ranged**, Burst, Tank, Threatening.

Bjorn Reinhart (Nalax): Melee, Ranged, Healer?, Magic Resistance.

Cassic Mirestorm (Rorshach’s Journal): Melee, Ranged?**, Underestimated.

Cináed Therin (Script): Magic, Burst, Diplomatic, Healer.

Claud Quenten (Oscar): Melee?, Underestimated?

Dagra Corden (HerziQuerzi): Melee, Tank.

Duluk Bagamul (Gwazi Magnum): Melee, Ranged, Magic, Healer, Support, Sub-Tank.

Faolan Wether (Holmishire): Melee, Evasive, Stealth.

Jaquaar Iqbal-Moineau (LimeyPanda): Magic, Burst, Diplomatic, Evasive, Threatening*

Kalemn Weller (HerziQuerzi): Melee, Ranged**, Stealth, Sub-Tank.

Kerat (Grothnor): Melee, Burst, Tank, Threatening.

Kasienka (Becca): Ranged, Magic, Diplomatic, Healer, Support.

Lady Catrin Thorngage (Becca): Magic, Burst, Diplomatic, Underestimated.

Lady Cerise of Ebonhold (Glmstr): Melee, Magic, Burst, Diplomatic, Sub-Tank, Threatening.

Ludvig Larsoon (West): Melee, Tank.

Oswald Richter (Potatocat): Melee, Burst, Magic Resistance, Tank, Threatening.

Rheanna Ágrios Zitón (Limeypanda): Melee, Ranged**, Burst, Evasive, Sub-Tank, Threatening*

Sabre (Otomos the Crazy): Melee, Magic, Burst.

Sisera Del Azul, son to the Steward of Renalta (Slade): Melee, Magic.

Tahlia Wether, née Dettlef (Holmishire): Magic, Healer, Stealth, Underestimated.

Quirin (Rin) Althorne (Script): Magic, Stealth, Underestimated*

Ulzin Lightherder (RyinMartinEric): Melee, Magic, Burst?, Diplomatic?, Evasive.

* = The moment he/she casts their first spell or makes their first attack, underestimated is lost, OR threatening is gained.

** = Only with a throwing weapon.

? = GM Uncertainty.

GENDERS – TOTALS

  • Male: 14. (64%)
  • Female: 8. (36%)

RACES – EXPLANATION

The race choice for the characters in question. Options will populate the list as they appear, filtered by popularity, then alphabetically. Bloodlines will be counted as a separate subrace of humans.
  • Human: 11. (50%)
  • Dwarf: 2. (9%)
  • Orc: 2. (9%)
  • Dire Wolf: 1. (5%)
  • Elf (Dark): 1. (5%)
  • Elf (Progenitor): 1. (5%)
  • Half-Orc: 1. (5%)
  • Human (Angel-Touched): 1. (5%)
  • Human (Demon-Touched): 1. (5%)
  • Undead: 1. (5%)
AGES – EXPLANATION

These are the general age ranges of characters within the role play. Age groups advance by ten years until reaching 100 years, at which point 100+ is a catch-all for anyone and everyone older than 100 years. Exception is granted to the first age group, which cuts off at 16—I won’t approve a character younger than this.

AGES – TOTALS
  • 16-19: 0. (0%)
  • 20-29: 12. (55%)
  • 30-39: 5. (23%)
  • 40-49: 1. (5%)
  • 50-59: 0. (0%)
  • 60-69: 0. (0%)
  • 70-79: 0. (0%)
  • 80-89: 0. (0%)
  • 90-99: 0. (0%)
  • 100+: 4. (18%)

BACKGROUNDS – EXPLANATION

These are the total background choices people have chosen. Arranged by popularity, then alphabetically. Percentages will not be used here, as there is no significant enough minority or majority to warrant it.

BACKGROUNDS – TOTALS

(Maximum = Unlimited.)
  • A Better Life: 2.
  • Legend Seeker: 2.
  • Knight Without Cause: 1.
  • Royal Loyalist: 1.
  • King’s Ranger: 0.

(Maximum = 3.)
  • Outsider Nobility: 3.
  • Dwarven Expedition Survivor: 2.
  • Amazonian Wanderer: 1.
  • A Home for Mages: 1.
  • Druid of Kiune’s Circle: 1.
  • Dark Elven Outcast: 1.
  • Elven Outcast: 1.
  • Ex-Silver Shield: 1.
  • Ex-Slave: 1.
  • Ex-Templar: 1.
  • Ex-Liverian Witch Hunter: 0.
  • Foreigner from a Foreign Land: 0.
  • Free Holders Slaver: 0.
  • Renaltan Nobility: 0.
  • Young Vampire: 0.

  • Other: 3.

GM ONE LINER THOUGHTS – PRIMARY FLAW

The first thought that springs to mind when I think of this character concerning a primary flaw about the character. By this, I mean a personality defect—a personal flaw about the character, not about the sheet itself. I find people are usually most surprised by this thought, since it’s usually an explicit weakness or negative aspect that some people don’t think about.

Armerza Gilkak (Goldmarble): “An obsession with strength and power, that may totally consume her in the end.”

Bjorn Reinhart (Nalax): “Is far more like those he hates than he realizes, and sadly does not understand.”

Cassic Mirestorm (Rorshach’s Journal): “Seeks to wash his hands of sin with the blood of his brothers, in the name of a woman he has never met.”

Cináed Therin (Script): “A child who stars himself in the fairy tales his parents told him, without even a slight hint of understanding of the depravities he will inflict upon the world to accomplish his dreams.”

Claud Quenten (Oscar): [Insufficient information to come to much of a conclusion about his greatest personal flaws]

Dagra Corden (HerziQuerzi): “Her highest aspiration is service and sacrifice to someone greater.”

Duluk Bagamul (Gwazi Magnum): “A book keeper that puts more importance on pages than people.”

Faolan Wether (Holmishire): “Slipping, ever so slightly away, for a woman who cursed him into a body where he cannot even so much as smile at her.”

Jaquaar Iqbal-Moineau (LimeyPanda): “Deeply desires to validate himself through the eyes of others, witnessing his achievements.”

Kalemn Weller (HerziQuerzi): “Out for her own self-interest, with no hesitation about harming those who have nothing at all.”

Kerat (Grothnor): “Thinks of people as sacks of gold that happen to scream when he tears them open.”

Kasienka (Becca): “Will become irrational concerning the life of even a single child—even if it causes harm to the group, or spits in the face of the greater good.”

Lady Catrin Thorngage (Becca): “Manipulative powermongerer who thinks solely of promoting herself through her body, and not her talents.”

Lady Cerise of Ebonhold (Glmstr): “An egotist, carrying a family burden, with a debt she does not understand, that will cost her everything.”

Ludvig Larsoon (West): “Knows of no other purpose to exist than to obsessively serve a person that will die long before himself, assuming no foul play involved.”

Oswald Richter (Potatocat): “A man who seeks to quell the ghosts of his mind by creating more of them.”

Rheanna Ágrios Zitón (Limeypanda): “Has spent four years in the world of mortal men, yet looks down upon them so frequently as to lack a proper understanding of their currency... Or their ways.”

Sabre (Otomos the Crazy): “An aloof scarred man who is utterly lost, purposeless, and who hopes for a legend to give him meaning to his life.”

Sisera Del Azul, son to the Steward of Renalta (Slade): “Barks at his own madness and expects to defeat it that way.”

Tahlia Wether, née Dettlef (Holmishire): “Would change the fundamental rules of life—rules of life that stop superhumans from growing and wiping out the world—just to save one life, selfishly.”

Quirin (Rin) Althorne (Script): “A tree that snaps in the breeze.”

Ulzin Lightherder (RyinMartinEric): “Literally insane, and takes joy in fucking up everything he touches.”
 
@Nilum

CS is completed, forgive the Long bio. I'm getting a bit rusty it seems.

Also, I'm aware the bio and the motivation don't quite match up. I'll fix this if it's a problem.
 
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Name: Roland Dupond

Age: 37

Sex: Male

Appearance: 6'2" tall, with a toned physique on a very stocky frame. Short brown hair, a large burn scar over his left eye, which is always covered in an eyepatch. Various other scars cover his body, though the burn mark is the most striking. A neatly trimmed beard covers his face, only maintained through force of habit. His right eye has a deep blue iris.

Background Choice:
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.

Motivation: Repenting for his own sins, and bringing order to an otherwise mad world. Running away from his own ghosts.

Biography: Roland was once a humble man from humble beginnings. A simple farm boy who left home to join the Rheinfeld Army, with adventure and patriotism in his heart. He gained a few friends during his training, and was a chipper lad at heart. Though after a few short years of service, he learned that war wasn't good for anything but bloodshed. What few friends he had were slain by a magic barrage which tore apart his left eye, and he got to hold his best friend in his arms as the man took his last breath.
Left with many scars both physical and mental, he left the military service. The boy, now a man, had a crisis of faith, and that is when he was saved at his lowest point by the Templar Order, which gave him a purpose. Though while he never truly believed in the tenets of the Order, he still served faithfully. That is, until one day his nightmares returned, and his left eye burned with a phantom pain. He left the Order, as he did his service with the military years before, running from not only his pain, but his guilt as well.


Strengths:

  • Templar Anti-Magic: Though his time in the Templar Order has come to an end, he is yet suffused with the knowledge of how to battle and deny magic.
  • Shielded Mastery: Skilled in using all different kinds of shields in both offensive and defensive manners, the implement is just as much a reliable weapon as it is a trusty piece of defense.
  • Heavy Armour Endurance: For most, platemail is heavy and cumbersome. For Roland, it can be worn almost as easily as heavy clothing, thanks to endurance training designed specifically to endure the taxing weight and loss of mobility that would normally come with such heavy armour. Though he still can't sleep in it.
  • Armsman: Roland is proficient in the use of most common melee weapons, and can use certain one-handed weapons with a modicum of skill.

Weaknesses:

  • "Physical wounds may scar...": Roland, thanks to his days as a soldier, is blind in his left eye. This leaves him with almost no depth perception, and a very large blind spot on his left. While he has trained to help lessen the impact of this wound on his fighting ability, it is still an outstanding weakness that any skilled opponent could exploit.
  • "...but mental wounds will fester.": Roland has seen the horrors of war, and this has left him as a lesser man. Night terrors, irrational behaviour, and the slight possibility of a psychotic break are all many things he must deal with as a man who has seen a close friend die in his arms.


Domains of Magic: None; Templar abilities prevent magic training.

Equipment:
Longsword

Spear

Anti-magic rune inscribed heater shield

Mace

Fitted Plate mail

Hilt of a broken sword

Backpack

Rope (50 feet)


Other: "Whot'sa Kouri Plushie? Sounds like a fop's pillow, aye?


Signature: Whaddap it's dat Axl
 
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Name: Dean "If you don't know it yet, you will soon enough" Hansen
Age: 18
Sex: Male

Appearance:
Standing at just under six feet tall, and carrying the weight appropriate for someone that size, Dean is often mistaken for a man in his mid twenties. This guise is immediately broken when you look at his face, which still very much resembles a young man. His green eyes are dark enough to be thought of as brown at first glance to match the tangled mess of short brown hair on top of his head. An easy-going confidence springs forth to any that lay eyes on his relaxed demeanor and composure in the face of stress. He dresses himself in simple clothes with a boiled leather chestpiece with matching vambraces and greaves.

Background Choice: A Tangent Along A Better Life

Biography:
Dean was born within the Remnants of Renalta and for some time lived the life of any other Peasant there until circumstances forced him to leave behind his family, friends and indeed any kind of life he had. For as long as he could manage he wandered on his own, until finally falling into the tutelage of a less than reputable Monster Slayer/Mercenary. His goal was simply to sponge enough skill and knowledge from the man to be able to survive without help, and to some degree his plan worked. While insistent on being left alone his Mentor still taught Dean to be proficient enough with a sword to rival most ordinary swordsmen, and coupled it with tactics dirty enough to beat more skilled combattants. And while initially it was planned to be a short term engagement, it wasn't long before the two began working together.

Together they spanned the continent continuously, working all around, and while the experiences it provided him were invaluable Dean was less than thrilled with the unscrupulous nature in which his Mentor agreed to jobs. So long as the pay was right there was little they wouldn't do. On good days it amounted to frightening off a group of bandits, or dispatching of a pack of wolves; but on bad days? Bad days could see Dean's stomach turning as he bullied common folk into paying withheld taxes, or seizing valuables from a family to cover extortion debts. To say he enjoyed every aspect of his life would be untrue, but while some of his actions were immoral he still thought of himself as a good man.

One morning Dean awoke to find his Mentor had vanished without him, not an uncommon occurrence, and so Dean went about his day as he normally would venturing to the nearest Inn to offer his services and get himself a midday meal. Things took an unexpected turn however when the Innkeeper recognized Dean as a Mercenary that had worked for corrupt Mayors and other shady figures, and took great offence. A fight ensued, and in the struggle between the two men, a lantern was knocked over and the Inn went up in flames. Dean stayed at the scene, helping other patrons out of the fire and to safety, but despite his honorable deed a passing King's ranger was less than forgiving. Placing Dean under arrest, and claiming to be taking him to the nearby Ranger's Compound for trial.

Motivation: Initially Dean sees the task of aiding Kouri as a chance to escape from the Rangers who seek to put him on trial for his roguish ways, but eventually realizes he agrees with much of what Kouri believes in, and decides to help.

Strengths:
  • A Teachable Tongue: His travels with his Mentor were numerous, and his eyes were opened to the larger world around him through them. While Dean is as illiterate as any one-eyed, cripplingly burned faced bandit missing a finger; he does have a functional use of both Rheinfelder and the Amazonian language on top of the common tongue.
  • Thick Skull: Dean has proven incredibly resilient to conventional damage from melee and other minor wounds. A thick hide and keen determination to succeed keeps him in the action where others may require medical attention.
  • Where Skill Fails: Though a decent swordsman in his own right it would be unfair to call Dean a master of anything. As such Dean sometimes has to fall back on less than honorable ways to win a fight.
  • Quick Study: Both in combat and in training Dean is quick to pick up tricks and lessons taught to him by more experienced fighters or travelers. In combat this equates to the same trick not working on him a second time, and allows him to pick up on new skills much faster than others while being trained.
  • Survivalist: In his travels Dean as learned the proper ways to survive in the wild, and make use of anything he can get his hands on.
Weaknesses:
  • Magically Inept: Dean has no magical talent, and likely has very little potential for it. As such he is especially vulnerable to magic casters, and the spells they weave.
  • Looking to the Brighter Side: While able to see the writing on the wall, Dean has a tendency to always see the best in those around him, sometimes makes him appear more naive than he is, and he is of course proven wrong from time to time.
  • Headstrong: The confidence he has in himself can sometimes push him into making poor judgement calls, or biting off more than he can chew.
  • Afterall Just a Man: At the end of the day, Dean is a simple man with the same weakness prevalent in all humans. Weak, frail, mortal humans.

Domains of Magic: Yeah, no. A Kouri Plushie has more dominace of the domains of magic than Dean.
Equipment:
  • Simple Boiled Leather
  • Simple Shortsword
  • Peasant's Garb
  • Simple Length of Rope (Used for Snare traps, and the like)
Other:
Signature:
Orion
 
Name: Cosimo Acerbi
RGwxDPp8kHc.jpg

Image by Pete Mohrbacher

Age: 28
Sex: Male
Appearance: 5’7”/170 cm; 165 lbs/74 kg. Light red skin, short brown hair, leanly muscled, cunning eyes, handsome face.

Background Choice: Free Holds Slaver
Motivation: Cosimo is obsessed with elevating his own status by any means necessary. Since the existing nobility refuse to acknowledge him as anything other than a lowly merchant and peddler of flesh, he has no other choice but to seek out someone else who can grant him the status he rightfully deserves, and what better choice is there than a princess of legend seeking to restore her kingdom? In addition, he seeks to find concrete proof that his family lineage does indeed go back to the days of the Imperium, as there are concerning gaps in the record, given the millennia-long gap between the fall of the Imperium and the present day.
Biography:
Cosimo is the eldest son of Giacomo Acerbi, a prominent merchant of the Free Holds, with a family lineage stretching back to the glory days of the Imperium. From an early age, Cosimo was involved in the family business, accompanying his father to auctions and various other business deals while his mother remained with his younger siblings. As he grew older, his father began to entrust him with greater responsibilities, ranging from managing the family’s finances, to properly breaking in new slaves, and even acting as his father’s representative in business deals. By the time he reached adulthood, Cosimo was well-versed in the intricacies of the family business and possessed an education on par with that of any noble, courtesy of the learned men Giacomo hired to instruct him. From then on, Cosimo traversed the Free Holds, buying and selling slaves and other such commodities, earning coin hand over fist as business flourished.


Despite the lucrative money he was making, there was still one thing that he could never change, no matter how hard he tried, and that was his social status. Even with all the money in the world, he would still be considered nothing more than the son of a merchant slaver. The thought that he would never get the respect he properly deserved infuriated him to no end, despite his father advising him to push the thought from his mind. Things finally came to a head during a business transaction in which a nobleman refused to pay the proper price for a group of slaves, insisting that Cosimo sell them at a lower price. When Cosimo refused the man, he proceeded to insult Cosimo and his family, calling them “nothing more than filthy peddlers of flesh and wares”. Fed up with the noble and others of his ilk, Cosimo drew his blade and stabbed him to death, expecting his father to understand the reason behind the act.

However, when Cosimo informed his father of his deeds, he was far from pleased, much to his surprise. Instead, he berated his son for letting his emotions get in the way of profit, insisting that the nobles were allowed to do as they pleased because of their blood. When Cosimo countered with the argument that the Acerbi family line was just as old or even older than more than a few noble houses, he merely scoffed, stating that the nobility were favored by the Gods, and that nothing could change that. As the older man commanded him to leave, Cosimo’s mind was made up. If the old man refused to see things his way, Cosimo would have to remove him for the good of the family.

For months he waited for the right opportunity, until finally his father informed him that he would be leaving on business with one of the Warlords, at which point Cosimo’s plan came together. Knowing the route his father would take to the Hold, Cosimo hired a group of mercenaries in secret to ambush and kill the older man on the way there, in order to make it appear that his death had been the work of brigands. Once the coins had exchanged hands, it was only a matter of waiting until the deed was done. When word arrived that his father’s life had been tragically cut short during the journey, Cosimo pretended to mourn with the others, but on the inside he couldn’t have been happier. A short time afterwards, he received his father’s signet ring and at the age of 20, he took control of the family’s business, proudly proclaiming that they were no longer mere merchants and slavers but the House of Acerbi, beholden to no one but themselves.

For the next eight years, Cosimo expanded the family business in several lucrative ways, earning vast amounts of coin in the process. His expansion was met with mostly no resistance from his mother or younger siblings, save for one time where he was forced to beat his younger brother Lorenzo when he implied that their father wouldn’t approve of the methods Cosimo was using to earn the family profits. When he faced opposition from other merchants, he extended them an olive branch to try and work things out peacefully, and only turned to violent means when a mutual agreement was impossible. All the while, he sought out evidence to prove that his family line stretched back to the days of the Imperium, certain that proof would force the nobility to give him the respect he deserved, but to no avail. Finally, just as he was beginning to despair that he would never get the respect owed to him, a pair of King’s Rangers appeared with an offer that he couldn’t refuse.

Strengths:
  • A Knife in the Dark: When Cosimo must resort to violence, he prefers to keep things simple, and nothing is more simple than sticking a knife between someone’s ribs and stabbing them to death.
  • An Iron Fist in a Velvet Glove: Cosimo generally presents quite a genial figure most of the time, doing his utmost to make it appear that he isn’t as dangerous as he really is. Most of the time, it works, and his enemies don’t get the chance to make that mistake twice.
  • Well-Educated: Cosimo is capable of reading and writing in Common and Free Holder, and can competently speak the Noble Tongue if the need arises.
  • Nimble: Cosimo is fairly agile by virtue of the fact that he wears light armor, if any at all.
  • Sneaky: Cosimo knows how to stick to the shadows and disappear from sight when the need arises, and his light armor keeps him from making too much noise.
  • Charismatic Tongue: Thanks in due part to his demon-touched blood, as well as his own natural charisma, Cosimo is somewhat more persuasive than the average person, which comes in handy more often than not.
Weaknesses:
  • Nobles’ Scorn: No matter how wealthy he becomes, no matter what clothes he may wear, Cosimo is still nothing but the son of a merchant with a questionable family lineage. As a result, he is viewed with disdain and mistrust by those with noble blood, and he hates them for it.
  • Blood of the Father: Cosimo orchestrated the death of his own father, his own flesh and blood, for the good of his family. If the truth were to come out, he would lose everything: his family, his wealth, his life.
  • Peddler of Flesh: Cosimo makes no attempt to hide the fact that he participates and profits from the slave trade, which is bound to cause friction with any former slave or those who condemn slavery as intolerable.
  • The House of Acerbi is Small: For all his prideful claims, the influence of his family outside of the Free Holds is practically non-existent.
  • Demon’s Taint: It’s obvious to the average onlooker that Cosimo is a Demon-Touched, which brings up a whole host of problems when faced with those who devoutly follow the Gods, most of which involve prejudice and violence.

Domains of Magic: None
Equipment:
  • Fine clothes
  • Leather brigandine
  • An ornate Stiletto
  • A decent amount of coin
  • A signet ring emblazoned with the Acerbi family crest
  • A Khanjar

    Other: Kouri Plushie Lives On

    Signature: I, Persephone, agree to whatever fate awaits my character or characters during the course of this adventure. Even death by lizard sex.
 
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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

Passable as is.
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 still in her sight. She’s still limited to only one target and whatever they’re thinking at that moment however.
  • 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 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!

Vampire Powers?: Which, exactly?

Mind Mage: Limit to on-touch. On sight without eye contact is a bit stronk, it basically makes it impossible to lie to her.
Name:
Armerza Gilkak

Age:
47

Sex:
Female

Appearance:
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

Passable as is.
 

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Name: Vath Lehman
Age: 109
Sex: Male

Background Choice: A Home for Mages
Motivation:
Vath wants to be recognized as a ‘good’ mage and be able to teach the youth about it. As such, helping Kouri accomplish her goals will help him create a home for those who wish to learn outside of the normal boundaries of magic.
Biography:

The Lehman family was a wealthy bunch of people part of the bourgeoisie; they were artisans that have since spread out their name and trade within the nation of Liveria. Various family members have been dispersed amongst the cities as to overlook their commerce outside of the capital. In one such part of the family was Vath, the youngest of three brothers. He was the nephew of the many nephews of the current head of family back in the capital. Wealth and comfort wasn’t something the young boy had ever had problems with, and it allowed him to explore more than just the family business. Given, everyone had their own pass-times and hobbies amongst his brothers and parents, but Vath took interest in something that no one else in the family really looked into; the world of Magic. Ever since he had seen it with his own eyes, he had always been fascinated behind its mysterious ways.


It was hard, even for a wealthy like the Lehmans, to even get a snippet of magical knowledge as no one had ever taken interest. Though, it didn’t stop Vath from searching further, trying to see if anyone wanted to share. A harsh reality came to him; magic, as wonderful and mysterious it was to his eyes, didn’t seem to be fondly regarded within the city… Just the subject seemed to really drive people away.


One day, however, a family friend had come to visit, and Vath had known that they were practitioners of some kind of magic. Vath, without the accord of his family, had asked about this magic, away from his parents and brothers. He initially thought there would be some disdain from the man’s part, but surprisingly, Vath was met with an open answer about what he COULD talk about. Instantly hooked, he had a many questions for the man. Most remained unanswered, though some of his curiosity was paid for. Even better, the man said he would bring back a book he could read about the subject.


The moment he was handed this book, any spare time he had was put into reading. Every time the man would come back, he would ask questions, try to make sense of some of the complicated concepts and words he would find. This amount of interest and time passed into the subject had caught the eye of the man… There was an exchange between Vath’s parents and him. Vath never knew what was said that day, but he was given an opportunity; to study magic under the man’s supervision.


This man, a Noble under the name of Lathander Urthen, was a known mage who practiced the magic of Abjuration. As it was seen as a magic used only to defend one’s self and didn’t inherently have evil or malicious use, it had been allowed for him to practice. Again, most of his free time was spent at the man’s domain now, learning, understanding… And Vath had a surprisingly easy time getting into it. Of course, this continued on until his adult ages.


It was near his 19th year of living that Lathander had presented him with the opportunity to try and cast a spell. He was warned that some people simply did not have the magical prowess and could never really become mages as him. This didn’t even come to dent the confidence he held. His first try had been a failure, something Vath and Lathander both knew was going to happen. However, this started the slow decline. Time and time again, Vath would try, but was unable to cast his first spell… This went on for many months, unable to even do the most basic of Abjuration spells. Lathander reminded him that this was a possibility; that he didn’t have the ‘spark’ or the natural talent for it.


Vath, even with his determination, eventually realized he may simply not be able to cast magic… This came to a severe disappointment in his life, which tormented him for some time. He had nearly just walked away from Lathander, thinking he was not good enough. Though, there was this lure of hope still in Vath, as if he knew he could do it. So, he doubled his studies, trying to see if he could anything to make it work… And through what was available to him, it didn’t seem he would be able to do it… Until Lathander presented him with an old text. He mentioned that it was a book that was hard to grasp its older writing… But may be able to help him if he put some work into it.


It was easy to say Vath spent months studying and decrypting what he could, until he found old methods of casting, one that didn’t need him to be ‘naturally’ talented in magic. It demanded hard work and impressive manual dexterity. However, Vath believed he could do it. So, he practiced and learned the gestures, the words of the first spell he was asked to cast. There came a day where the result presented itself; a semi-transparent circle of solid energy. It lasted less than a second, but it happened; he had cast a spell! Vath took down notes about the gestures, the words, anything he could remember on what he just did.


Next, he presented it to Lathander. He repeated the process… At first, he failed. But he kept on trying, right up until he conjured that circle of force. Lathander, impressed by what Vath had just done, decided there might be more to the young man than he had originally thought.


Vath continued to study under the man’s supervision, right up until he was offered something odd; a chance to study a different kind of magic, one that he kept secret. Lathander had placed his trust in Vath’s desire to learn to overlook the possible ramifications of the use of… unpopular, said ‘evil’ magic. The noble man had played his cards right; Vath had accepted without eve hesitating. This is when he was showed more obscure books which spoke of various kinds of magical theories and practices. Though most of it was just text of their practices, none of it was actually practiced. The only exception to this was the magic Lathander learnt secretly; the art of Transmutation; the capacity to alter material, both living and not.


Slowly, Vath was shown this new form of magic, which he knew he could not talk about. Both he and Lathander ventured deeper into this magic, with the knowledge of an experienced mage and the ambition of a young novice. Together, they managed to discover a large array of possibilities with Transmutation. Vath, knowing he needed first-hand experience with humanoid anatomy, had finally decided to find his ‘career’ path; a surgeon. He already had a fine manual dexterity and some knowledge of how the body worked… Now he just needed the training. This split him off from the family business, went on to doing his own thing. Some say he broke off of the family, though Vath still felt like he was a part of the Lehmans.


Years upon years of research, work and studies, the two came to discover that, with transmutation, they would be able to render one youthful, or at least retain it at whatever stage they were at. By this time, Lathander had become fairly old, thus made this discovery not as useful to him… But it permitted for Vath to keep himself young while he saw Lathander grow older.


Now, there came a dilemma; Vath, who with the years, showed little sign of aging, was beginning to get attention of some of the people, wondering how it was possible. Thus, Vath had to change his appearance, become a new person, as to not become victim of the laws of Liveria. This was a secret kept by the Urthen family. Vath would be living under their home, with the only exchange that Vath would help the next generations of Urthen children learn magic as he did. This was a kept promise from his part; remaining with the family.


This continued on for years, seeing two, maybe three generations of Urthen family members come and go. This let Vath continue learning and progressing and also allow him to keep his promise to Lathander. Then came some who knocked on the family’s door, a man that sought out someone… Or, at least, seemed to be looking for someone who used to live here. Lathander. They sought out his magical knowledge, seeking aid for Renalta and a Princess which needs aid. There, Vath saw a golden opportunity. He explained himself to the person and the circumstances of this family… And it was the day he was taken in by the King’s Rangers.

Strengths:

  • Theory of Magic: Under the mentorship of the noble man who took him in, Vath has been able to study magic freely, which means anything that had been gathered by the family and him is shared amongst them. This, is suit, gives him a rather good variety of knowledge of mages and magic in general.
  • Surgical Anatomy: Learning the magic of Transmutation led Vath to learn about the anatomy of living beings (more notably humanoids and quadrupeds). It followed with the manual talent to aid those with physical wounds and injuries (putting popped bones back into place, stiches, proper splints, stop bleeding and so forth).
  • Expanded Lifespan: One of the great advantages of dabbling in depth with transmutation is the capacity to make oneself younger with the reconstruction of flesh, organs and such. Though there is no point in time where immortality would be in the question, Vath has been able to extend his ‘youth’, predicting to last maybe another hundred or two years, which is a miraculous process for a human being.
  • Student and Ally of a Noble: Knowing someone with wealth and power is always a good thing, and even when his mentor passed away, he still held good relationships with the family that shared many secrets with him.
  • Ancient Magical Methods: The olden ways of casting is how Vath was taught to cast; speaking the words of the Arcane and follow with precise, intricate motions. This means he is capable of precise casting, with a more predictable result. As an added bonus, it doesn’t take much of a toll on his body, as he manipulates the energy around and not entirely within himself.
  • Quick Cast Defensive Magic: As a way to properly protect himself, Vath has been shown to cast simple, quick spells meant to prevent too much damage to him. (Such as shattering a blade or create a very short duration barrier)
  • Floating ‘combat’ Grimoire: The single gift from his mentor that Vath holds dearly is the Grimoire which holds the spells he revises. Its main purpose is to hold the formulas and methods to cast his magic. However, it served a secondary purpose of a floating shield. With its spine and cover made of a strong metal, it can take a few hits and can also be a target of a shield spell if needed and it floats to the users will.

Weaknesses:

  • Ancient Magical Methods: Though the old ways were precise and predictable, it did have its flaws. The first most important is that it took time to string along a spell that was powerful, far greater time than those who were naturals with it. Vath also needs at least a single free hand and to be able to speak the words of the Arcane properly. Lastly, he can sometimes forget a string of arcane words or a gesture, which he needs to revise within his Grimoire.
  • Aching Body: Vath has been able to keep his youthful appearance (for his age anyway), but it was not perfect. He still fell victim to aging. He isn’t as vibrant and energetic as his appearance lets him be.
  • Not a Warring Mage: Vath was never one to participate in violent exchanges. Even if some of his spells can cause serious pain and injury, he is not formally trained to use it offensively in combat. Knows little in hand-to-hand combat too.
  • Practices ‘evil’ magic: Liveria sees those who practice evil magic very poorly, and other nations too don’t see it too well. Vath tries to keep his Transmutation magic as secret as possible. He has no doubt some officials out there are keeping a close eye on him and the family of his mentor.
  • Naïve and young folks need to straighten up: Vath is a rather sour person when it comes to deal with what he perceives as stupid or naive, and therefore, younger and maybe simpler people are talked down by Vath, which doesn’t always get him good attention.

Domains of Magic:

  • Primary Practice – Transmutation: This is the magic that is truly taught to Vath when with his mentor. This domain of magic is simply the alteration of things and people, though its applications go further in depth.
  • Material Transmutation: The first part of Transmutation is the alteration of non-living things (stone, steel, water and so on). This comes in a variety of forms, such as changing the composition of whatever item is touched, it’s toughness, or even the breaking down or strengthening of its material. Spells that relate to this kind of transmutation tend to have a short range and are more complex to cast the less malleable the material is. The quantity of materials also affects the strength of the spell needed.
  • Living Transmutation: The second part of Transmutation is the alteration of living matter (flesh, bones, plants, animals and so forth). This part of transmutation is what Vath knows in depth (over Material Transmutation). This can come to alter many facets of living beings (toughen skin, meld flesh and bone, accelerated regeneration, so on and so forth.) The spells used for this form of transmutation has a very short range and are more complex the more you need to change the composition of the living. However, Vath’s knowledge of this form allows him to more easily cast spells of this kind.
  • Secondary Practice – Abjuration: This magic is taught alongside with the Transmutation from Vath’s mentor, both being a way to protect himself and to act as a distraction of his primary domain of magic. This magic allows Vath to invoke barriers and shields of various forms and strength. The stronger, wider and long-lasting the shield or barrier is, the more time it takes to conjure it up.


Equipment:

  • Floating Grimoire with appropriate satchel to carry it
  • Emergency Surgical Kit
  • Dagger
  • Walking stick
  • Notebook with various magical facts and theories


    Other: Nothing of note as of yet.

    Signature: Rain of the Night

The Candle That Burns Twice As Bright...: Without an extreme level of magic (which I guarantee your character did not come into contact with at any point), extending your character's life would necessitate stealing it from someone else. You could try to stave off the effects of old age with magic, but not death itself.

Living Transmutation: Cannot use this type of magic at a range, as it would violate a core principle of magic. That is, that you cannot perma-fuck someone at a glance. You can throw a projectile at someone made out of magic, you can create wards of power, or touch them to try and affect them with a spell--but you cannot instant-fuck people on sight, and the way this is worded, allows you to do just that.

Transmutation (In General): ... Is expensive to pull off because you are fundamentally altering the mechanical sequences of objects at a molecular level. Don't expect to delete entire sections of wall with this kind of magic.

Expanded Lifespan: Flat out denied, as it makes no sense within the universe as it is currently worded.
Made the homeland the Free Holds, I tweaked his Height and Weight to be 8'3" and 310 lbs. The Rage info is nice to know, but I'm still gonna pick Calm spells over Pyromancy cause it fits his character more. And I also updated the magic accordingly to lose Prestidigitation, Purify and Pyromancy and gain Basic Arcana.
Kay. It's now passable.
Alright, I edited Sabre's Character Sheet. I put in a bit more information in the areas that you have requested. He's a melee fighter, he can personally perform enchantments involving fire, ice, wind, and healing magic, with the help of another he can turn the power of one of their spells into a temporary enchantment, etc.
Passable now.
My edits have been made :D
Congratulations on becoming passable. :p
@Nilum said... Metallurgy Power Clarification: If this character were facing a combatant using a metallic weapon (sword, mace) what kind of effect could his magic have on his opponent's weapon? Describe and clarify.

Against an opponent using a metallic weapon, I would fall back on two things: One being your rule, and one being a rule of the universe.

Assuming I have set up time against an opponent with a metallic weapon (and they don't have Anti-magic to bugger up my plans), it would be a clash between exertion of power and the strength of the weapon's swing. With Force=Speed x Mass as the core rule, I'd basically go along the broad idea that the higher the force, the more time and the more draining it would be to affect the item in question. E,g if someone fires a metal tipped arrow, mass is light and speed is low enough, so Jaquaar would be able to influence it relatively easily. If a burly orc is swinging a Claymore, Speed is yuge, Mass is great, Force is a fuck-tonne, and affecting it at all would become very difficult, let alone in any meaningful way. If the character can successfully interact with the metal, he'd have a few options. He could push against it/pull it off course in order to make the attack miss (With this being the least taxing effect, since it is just a mild application of force), he could try and bend the item, although this would require more force, as it is a greater output and such; or he could go full ham and try and crush the weapon, which would be the greatest exertion of force, and the most likely to fail. Of note, he cannot unmake metal or anything, he can only 'Push' or 'Pull' on it in some way; it's more like Metal-telekinesis at this point, with the option of expansion occurring possibly later as the power curve develops.

If he doesn't have set up time, he'd be extremely limited by a) the universes rules, and b) F=SxM. In all likely hood, he'd only be able to affect an item that is being acted upon in the smallest of ways, i.e. pushing/pulling the metalic item and stopping it from dunking him.



Does that answer the question?
Yep. Passable now, thanks.
Name: Cluad Quenten
Age: 38
Sex: Male
Appearance:
99d28b1ebc16d6cb7e272ed1a7fc3626.jpg

Background Choice: Dwarven Expedition Survivor
Motivation: Fame and stories told of him throughout the ages.
Biography: He had always been an expedition fanatic. Every day since he was 14 he taught himself how to cook and read maps. He is a good fighter on rocky terrain with rocks he could hide behind. He uses his pick to climb and fight in many situations. But being a dwarf (with a height of 4ft 2" and weighing 113 lbs) with small legs he doesn't run really fast. In the expedition he served as the main navigator before the battle happened.

Strengths:
  • Advantage on rocky terrain
  • Cooking Knowledge
  • Good Navigation skills
  • Strong arms
  • Strong Back
  • Quick Mind
  • Fights better in a group
Weaknesses:
  • Disadvantage on flat-ish terrains
  • Short Legs (causes him to move slow)
  • Dislikes Elves (but will co-operate with one if need to)
  • Hates Religon (wants to set revenge on the gods for destroying his friends in the expedition group)
  • Recklessness (causes him to get in trouble)
  • Has trouble fighting alone
  • Barely any Medical knowledge
Domains of Magic: None

Equipment:
  • Bag
- 1 Medical Kit
- 2 qt. of water
- 4 loaves of bread
- 1 Map
- 3 lumps of charcoal
- 1 thick blanket
- 1 book (for entertainment)
  • Hiking Boots
  • Steel Pick
  • White Sweater
  • Rope
  • Belt
  • Smoke Pipe
Other: Likes to read and when he is in the forest he'll climb trees to see the view. He often lights his smoke pipe when he is reading or in deep thought.

Signature: I, Oscar, solemnly swear to follow Kouri Plushy till the ends of time no matter what troubling force comes our way. No matter how deadly or scary.
Terrain?: Disadvantage on flat terrain doesn't make much sense from a narrative point of view. :p
Name: Rheanna Ágrios Zitón

Age: Twenty-Two

Sex: Female

Appearance: Rheanna is a tall woman, standing at 6’1 and weighing a little over 200 lbs. She has dark-maroon coloured hair, reaching down to her shoulders, green eyes, and tan skin that is marred by a large number of knotted cuts, scars, and scrapes. Her body is a veritable sculpture of the ideal physical powerhouse; with broad shoulders, muscular arms, and a well-toned physique. Despite her obvious athletic form, she still possesses the marks of femininity that make her kind so attractive to the slavers of the Free Holds; a sizable bust, a pretty face, and an eye-catching body all pulled together by the terrifying allure of her people.

Background Choice: Amazonian Wanderer

Motivation: Rheanna knows her time away from the tribe must end soon. She and her people have long scorned the gods for their mistreatment of the Spirits, and of the common people. What quest could possibly be more glorious than dethroning the vial gods, so reviled by her peoples? What greater ally could she find her people than the Blue-haired Queen of Renalta? This quest could become the stuff of legends, if only she grabs the opportunity by the haunches.

Biography: Rheanna was raised by her clan from birth, as was customary of most Amazonian children. Even from her early years, Rheanna showed the promise of a great hunter and a great warrior. She made friends with the Chieftain’s daughter at a young age, and the two were almost inseparable for a number of years.

At the age of Fifteen, Rheanna and the Chieftain’s daughter were out on a hunt; before they had taken the Blood rite. The courage of uninformed youth drove the pair to hunt game greater than they should. To that end, the pair stalked a Dire Bear in the hopes of claiming a trophy and a source of much meat for the clan. The Chieftain’s daughter was the first to attack, spurred on by her own pride. She tried to conquer the beast with her magic; but she was quickly set upon by the Dire-bear. Rheanna sprang into action to save her friend; wrestling the bear to the ground and fighting it with spear and fist. She had no way to kill the beast, and was mostly just trying to save her friend. She earned many scars that day, and would have earned her death as well; if not for the magic of her friend.

For saving the Chieftain’s daughter, and for her deeds in battle; Rheanna was awarded a title and the right to partake of the Blood rite. She imbibed the prepared blood, and partook of the ritual; only to become everything she’d dreamed she could be and more. She was a hunter most fierce, and a warrior most powerful. She sought every chance to prove herself. Her chance came upon her eighteenth naming day. Rheanna beseeched the Chieftain and asked of her the rite of the Seeker. She promised to return within 6 years, and she promised to return with a prize and a story worthy of her travels.


Sadly, after four years of travelling; Rheanna found herself light on prizes and heavy on stories. She had made her way across the land in search of a prize worth returning with. On her travels she had done many things, but none were worthy of her Seeker’s quest. She wanted to elevate herself beyond any of her peers. She wanted to be a champion of her people!


In a Renaltan bar, Rheanna was met with an offer by a strange woman; a King’s Ranger. She had been drinking her sorrows away, after slaying a dire wolf for the local village, and had declared her lack of love for the gods and her desire for a worthy challenge. The King’s Ranger wove stories for the drunken Amazon: stories of deposing the gods, and resurrecting a kingdom. With such promising stories in her ear, Rheanna accepted the woman’s proposal; ready to finally make progress on the Rite of the Seeker.



Strengths:

  • Amazonian Might: Rheanna has earned the Blood rite of her people through rigorous training and through ever dangerous deeds. Some begrudge the somewhat exalted position put upon Rheanna due to her friendship with the Chieftain’s daughter, but none begrudge her strength and her power. As an Amazonian, she has strength far greater than a Human, rivalling and potentially topping that of even a full blooded Orc. She is also trained as a fighter, able to use axe, sword, and javelin with power, skill, and ease.
  • Blood Rite: Rheanna’s imbibing of the Blood Sea has awarded her many gifts. Her increadible strength is accredited to this rite, but other benefits exist. She is able to control the flow of her blood to some extent, which allows her to increase intake of adrenaline and even stop herself from bleeding. She is immune to most common diseases, and she can enter a primal state of rage and fury that quickly drains her stamina but increases her speed, endurance, and strength for a short time…All at a pricy cost, however.
  • Zephyr: Rheanna’s loyal companion, Zephyr is an eagle of surprising size and is a glorious beast to behold. Sizing out at nearly twice the size of the average eagle, the Kynigos Eagle is able to hunt small dogs for food, and Zephyr serves Rheanna as fellow hunter, companion, and scout. In dire straits, the eagle would also assist Rheanna in combat, clawing at a foe’s eyes, or trying to peck at their throat.
  • Begrudging Respect: Although it happens rarely, Rheanna has been changed by her time away from her home. Whereas she would normally depends solely on her raw might and her ferocity, Rheanna has discovered that sometimes it is how you swing your weapon, and not how hard you swing it, that decides a fight. She has begun to learn basic combat from skilled fighters in the King’s Rangers, but she still has far to go.

Weaknesses:

  • The Blood Rite’s cost: The ritual that must be completed to perform the Blood Rite is an arduous one, and Rheanna is dependent on it to sustain her strength and, now, her life. She carries with her a number of vials that contain some treated blood, but without those she will die from the strain of the Blood Rite. She is limited on time, as her Blood Vials will not sustain her forever, and should they ever break, or be stolen, she’d be on a very rapid deadline to return home. Add onto that an increased aggression, and a general heightening of certain, sharp ‘needs’ and you can see why the Blood Rite is not a universally sought after power.
  • Amazonian Upbringing: To call the Amazonian culture matriarchal would be to call a dragon dangerous. Rheanna, like most of her kind, is raised on the line of thought that men are not only inferior, but dangerously incompetent as a rule. Without extenuating circumstances, she will instinctively ignore any man who seeks to order her about; and will aggressively challenge any man who doesn’t have a Chieftain level individual’s blessing should they present themselves as her better.
  • Uneducated: Rheanna has not had any formal education, and only knows how to speak Common and her Mother tongue. She cannot write in common, and she certainly cannot read it. Add onto that her general lack of knowledge about otherwise normal, everyday things like currency, and common civil ideals, and you understand the woman’s severe disadvantage.
  • Stand-Out figure: Rheanna is a Six foot tall Warrior goddess of tanned muscle and rage. She is not the sort of figure you can easily dress up or pass off as anything other than maybe a Free Holds mercenary…Maybe. Point is, Rheanna stands out, and will be easily identified by enemies, or onlookers.



Domains of Magic: None.

Equipment:

-Two-Handed Axe

-Two Javelins

-An intricately carved wooden box, containing one vial of treated Blood Sea

-A skinning knife

-A wood carving knife

-Some dried bear jerky.

-A water skin

-A whistle, made of bone

-A tooth necklace

-A stolen telescope

-A book of unknown content.

-Furs and Leathers for attire

-Contraceptive Herbs

Other: Rheanna likes to carve wooden statuettes and totems in her spare time. It may not be a Kouri plush, but it’s a hobby.

Signature: LimeyPanda accepts any and all death.
Passable as is.
Name: Cassick Mirestrom

Age: 35

Sex: Male

Appearance: Cassick stands at six foot nine inches, and is a mountain of rippling muscle and scars. A deeply ugly man, Cassick's nose is flat and squashed, his mouth permanently in a sneer due to a fencing accident, his eyes sharp and yellow. He has a seemingly permanent half-stubble, patchy where the hair failed to grow through scar tissue. He's bald on top of his head, with deep gouges in the shape of teeth dotting his head like a crown. The only attractive feature is his voice, which is deep and melodic.


Background Choice: Ex-Silver Shield

Motivation: Cassick has done terrible things as a Silver Shield, and hopes to atone for his transgressions by finally fighting on the 'right' side.

Biography: Cassick grew up a prodigy in dual weapon fighting, with a god-fearing father who knew the Silver Shields well. Acknowledging Cassick's natural size and ferocity in combat, his father became more swordmaster than kin, raising Cassick to analyze combat situations out of every single encounter - dangerous or no. Cassick learned to say little and focus on the orders given to him, and was a promising recruit under the Silver Shield banner, bringing swift justice and mercy to all those that would oppose the Shields. Quickly, he became known for his ability and tendency to leave few witnesses.

Missions came down - more and more brutal as time passed. Cassick was the first in when there was a suspected King's Ranger in a fort of ten men. Cassick was called upon when a village of Ranger sympathizers were hostile to the Shield's rule. Cassick stepped up when interrogations of suspects were to be held, in the rare cases that he was encouraged to leave a survivor. For twenty years, Cassick served - through brutality, through blind faith, through his father's voice in his ear.

But one day, his father passed. He passed of fever, ill in his bed, with nothing the medicine men could do to revive him. He passed screaming about the Gods - that they were liars, that they were traitors, begging for Cassick to come to his side.

He passed alone, as Cassick was flaying the skin off of a Ranger at the time.

When he heard the news, the Shield began to quietly worry at a blister of a thought, one that had been forming beneath the relentless chafing of his unquestioning service and loyalty: why? What made the organization good? They were founded on a belief - why did they believe it?

He never found an answer, until a captive Ranger told him his story, and the blister became an open, festering wound.

None of the Silver Shields wanted to hear his questions. They punished him for asking, demanding why he questioned faith, why he would throw their holy work into turmoil. They beat him, they removed his tools, they lowered his status. But in the end, it was he who walked away.

It was he who sought out redemption.


Strengths:

  • Cassick is very muscular, and hasn't slouched on his powerlifting.
  • He's lived his entire life by the sword and bow, and has a specific mastery on dual-weapon fighting
  • He knows a wide range of torture techniques, and psychological tricks
  • He is dulled to violence

Weaknesses:

  • Cassick is very heavily scarred and has many wounds that are poorly healed, resulting in phantom pain
  • He's no spring chicken, and his stamina isn't what it used to be, meaning that he needs to fight in quick bursts and won't make it in a drawn-out bout
  • He posesses zero magical ability.


Equipment:
  • Two swords, curved slightly and inscribed with red, jagged lines
  • Sleeveless chain set
  • A dagger
  • A set of simple poisons (nothing lethal) and itching powder, attached to a belt
  • A long, black cloak

Signature: Rorshach's Journal.
Passable as is.
 
Name: Roland Dupond

Age: 37

Sex: Male

Appearance: 6'2" tall, with a toned physique on a very stocky frame. Short brown hair, a large burn scar over his left eye, which is always covered in an eyepatch. Various other scars cover his body, though the burn mark is the most striking. A neatly trimmed beard covers his face, only maintained through force of habit. His right eye has a deep blue iris.

Background Choice:
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.

Motivation: Repenting for his own sins, and bringing order to an otherwise mad world. Running away from his own ghosts.

Biography: Roland was once a humble man from humble beginnings. A simple farm boy who left home to join the Rheinfeld Army, with adventure and patriotism in his heart. He gained a few friends during his training, and was a chipper lad at heart. Though after a few short years of service, he learned that war wasn't good for anything but bloodshed. What few friends he had were slain by a magic barrage which tore apart his left eye, and he got to hold his best friend in his arms as the man took his last breath.
Left with many scars both physical and mental, he left the military service. The boy, now a man, had a crisis of faith, and that is when he was saved at his lowest point by the Templar Order, which gave him a purpose. Though while he never truly believed in the tenets of the Order, he still served faithfully. That is, until one day his nightmares returned, and his left eye burned with a phantom pain. He left the Order, as he did his service with the military years before, running from not only his pain, but his guilt as well.


Strengths:

  • Templar Anti-Magic: Though his time in the Templar Order has come to an end, he is yet suffused with the knowledge of how to battle and deny magic.
  • Shielded Mastery: Skilled in using all different kinds of shields in both offensive and defensive manners, the implement is just as much a reliable weapon as it is a trusty piece of defense.
  • Heavy Armour Endurance: For most, platemail is heavy and cumbersome. For Roland, it can be worn almost as easily as heavy clothing, thanks to endurance training designed specifically to endure the taxing weight and loss of mobility that would normally come with such heavy armour. Though he still can't sleep in it.
  • Armsman: Roland is proficient in the use of most common melee weapons, and can use certain one-handed weapons with a modicum of skill.

Weaknesses:

  • "Physical wounds may scar...": Roland, thanks to his days as a soldier, is blind in his left eye. This leaves him with almost no depth perception, and a very large blind spot on his left. While he has trained to help lessen the impact of this wound on his fighting ability, it is still an outstanding weakness that any skilled opponent could exploit.
  • "...but mental wounds will fester.": Roland has seen the horrors of war, and this has left him as a lesser man. Night terrors, irrational behaviour, and the slight possibility of a psychotic break are all many things he must deal with as a man who has seen a close friend die in his arms.


Domains of Magic: None; Templar abilities prevent magic training.

Equipment:
Longsword

Spear

Anti-magic rune inscribed heater shield

Mace

Fitted Plate mail

Hilt of a broken sword

Backpack

Rope (50 feet)


Other: "Whot'sa Kouri Plushie? Sounds like a fop's pillow, aye?


Signature: Whaddap it's dat Axl
Passable as is.
Name: Dean "If you don't know it yet, you will soon enough" Hansen
Age: 18
Sex: Male

Appearance:
Standing at just under six feet tall, and carrying the weight appropriate for someone that size, Dean is often mistaken for a man in his mid twenties. This guise is immediately broken when you look at his face, which still very much resembles a young man. His green eyes are dark enough to be thought of as brown at first glance to match the tangled mess of short brown hair on top of his head. An easy-going confidence springs forth to any that lay eyes on his relaxed demeanor and composure in the face of stress. He dresses himself in simple clothes with a boiled leather chestpiece with matching vambraces and greaves.

Background Choice: A Tangent Along A Better Life

Biography:
Dean was born within the Remnants of Renalta and for some time lived the life of any other Peasant there until circumstances forced him to leave behind his family, friends and indeed any kind of life he had. For as long as he could manage he wandered on his own, until finally falling into the tutelage of a less than reputable Monster Slayer/Mercenary. His goal was simply to sponge enough skill and knowledge from the man to be able to survive without help, and to some degree his plan worked. While insistent on being left alone his Mentor still taught Dean to be proficient enough with a sword to rival most ordinary swordsmen, and coupled it with tactics dirty enough to beat more skilled combattants. And while initially it was planned to be a short term engagement, it wasn't long before the two began working together.

Together they spanned the continent continuously, working all around, and while the experiences it provided him were invaluable Dean was less than thrilled with the unscrupulous nature in which his Mentor agreed to jobs. So long as the pay was right there was little they wouldn't do. On good days it amounted to frightening off a group of bandits, or dispatching of a pack of wolves; but on bad days? Bad days could see Dean's stomach turning as he bullied common folk into paying withheld taxes, or seizing valuables from a family to cover extortion debts. To say he enjoyed every aspect of his life would be untrue, but while some of his actions were immoral he still thought of himself as a good man.

One morning Dean awoke to find his Mentor had vanished without him, not an uncommon occurrence, and so Dean went about his day as he normally would venturing to the nearest Inn to offer his services and get himself a midday meal. Things took an unexpected turn however when the Innkeeper recognized Dean as a Mercenary that had worked for corrupt Mayors and other shady figures, and took great offence. A fight ensued, and in the struggle between the two men, a lantern was knocked over and the Inn went up in flames. Dean stayed at the scene, helping other patrons out of the fire and to safety, but despite his honorable deed a passing King's ranger was less than forgiving. Placing Dean under arrest, and claiming to be taking him to the nearby Ranger's Compound for trial.

Motivation: Initially Dean sees the task of aiding Kouri as a chance to escape from the Rangers who seek to put him on trial for his roguish ways, but eventually realizes he agrees with much of what Kouri believes in, and decides to help.

Strengths:
  • A Teachable Tongue: His travels with his Mentor were numerous, and his eyes were opened to the larger world around him through them. While Dean is as illiterate as any one-eyed, cripplingly burned faced bandit missing a finger; he does have a functional use of both Rheinfelder and the Amazonian language on top of the common tongue.
  • Thick Skull: Dean has proven incredibly resilient to conventional damage from melee and other minor wounds. A thick hide and keen determination to succeed keeps him in the action where others may require medical attention.
  • Where Skill Fails: Though a decent swordsman in his own right it would be unfair to call Dean a master of anything. As such Dean sometimes has to fall back on less than honorable ways to win a fight.
  • Quick Study: Both in combat and in training Dean is quick to pick up tricks and lessons taught to him by more experienced fighters or travelers. In combat this equates to the same trick not working on him a second time, and allows him to pick up on new skills much faster than others while being trained.
  • Survivalist: In his travels Dean as learned the proper ways to survive in the wild, and make use of anything he can get his hands on.
Weaknesses:
  • Magically Inept: Dean has no magical talent, and likely has very little potential for it. As such he is especially vulnerable to magic casters, and the spells they weave.
  • Looking to the Brighter Side: While able to see the writing on the wall, Dean has a tendency to always see the best in those around him, sometimes makes him appear more naive than he is, and he is of course proven wrong from time to time.
  • Headstrong: The confidence he has in himself can sometimes push him into making poor judgement calls, or biting off more than he can chew.
  • Afterall Just a Man: At the end of the day, Dean is a simple man with the same weakness prevalent in all humans. Weak, frail, mortal humans.

Domains of Magic: Yeah, no. A Kouri Plushie has more dominace of the domains of magic than Dean.
Equipment:
  • Simple Boiled Leather
  • Simple Shortsword
  • Peasant's Garb
  • Simple Length of Rope (Used for Snare traps, and the like)
Other:
Signature:
Orion
It's Dean Hansen. We both know this bastard is passable.
Name: Cosimo Acerbi
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Image by Pete Mohrbacher

Age: 28
Sex: Male
Appearance: 5’7”/170 cm; 165 lbs/74 kg. Light red skin, short brown hair, leanly muscled, cunning eyes, handsome face.

Background Choice: Free Holds Slaver
Motivation: Cosimo is obsessed with elevating his own status by any means necessary. Since the existing nobility refuse to acknowledge him as anything other than a lowly merchant and peddler of flesh, he has no other choice but to seek out someone else who can grant him the status he rightfully deserves, and what better choice is there than a princess of legend seeking to restore her kingdom? In addition, he seeks to find concrete proof that his family lineage does indeed go back to the days of the Imperium, as there are concerning gaps in the record, given the millennia-long gap between the fall of the Imperium and the present day.
Biography:
Cosimo is the eldest son of Giacomo Acerbi, a prominent merchant of the Free Holds, with a family lineage stretching back to the glory days of the Imperium. From an early age, Cosimo was involved in the family business, accompanying his father to auctions and various other business deals while his mother remained with his younger siblings. As he grew older, his father began to entrust him with greater responsibilities, ranging from managing the family’s finances, to properly breaking in new slaves, and even acting as his father’s representative in business deals. By the time he reached adulthood, Cosimo was well-versed in the intricacies of the family business and possessed an education on par with that of any noble, courtesy of the learned men Giacomo hired to instruct him. From then on, Cosimo traversed the Free Holds, buying and selling slaves and other such commodities, earning coin hand over fist as business flourished.


Despite the lucrative money he was making, there was still one thing that he could never change, no matter how hard he tried, and that was his social status. Even with all the money in the world, he would still be considered nothing more than the son of a merchant slaver. The thought that he would never get the respect he properly deserved infuriated him to no end, despite his father advising him to push the thought from his mind. Things finally came to a head during a business transaction in which a nobleman refused to pay the proper price for a group of slaves, insisting that Cosimo sell them at a lower price. When Cosimo refused the man, he proceeded to insult Cosimo and his family, calling them “nothing more than filthy peddlers of flesh and wares”. Fed up with the noble and others of his ilk, Cosimo drew his blade and stabbed him to death, expecting his father to understand the reason behind the act.

However, when Cosimo informed his father of his deeds, he was far from pleased, much to his surprise. Instead, he berated his son for letting his emotions get in the way of profit, insisting that the nobles were allowed to do as they pleased because of their blood. When Cosimo countered with the argument that the Acerbi family line was just as old or even older than more than a few noble houses, he merely scoffed, stating that the nobility were favored by the Gods, and that nothing could change that. As the older man commanded him to leave, Cosimo’s mind was made up. If the old man refused to see things his way, Cosimo would have to remove him for the good of the family.

For months he waited for the right opportunity, until finally his father informed him that he would be leaving on business with one of the Warlords, at which point Cosimo’s plan came together. Knowing the route his father would take to the Hold, Cosimo hired a group of mercenaries in secret to ambush and kill the older man on the way there, in order to make it appear that his death had been the work of brigands. Once the coins had exchanged hands, it was only a matter of waiting until the deed was done. When word arrived that his father’s life had been tragically cut short during the journey, Cosimo pretended to mourn with the others, but on the inside he couldn’t have been happier. A short time afterwards, he received his father’s signet ring and at the age of 20, he took control of the family’s business, proudly proclaiming that they were no longer mere merchants and slavers but the House of Acerbi, beholden to no one but themselves.

For the next eight years, Cosimo expanded the family business in several lucrative ways, earning vast amounts of coin in the process. His expansion was met with mostly no resistance from his mother or younger siblings, save for one time where he was forced to beat his younger brother Lorenzo when he implied that their father wouldn’t approve of the methods Cosimo was using to earn the family profits. When he faced opposition from other merchants, he extended them an olive branch to try and work things out peacefully, and only turned to violent means when a mutual agreement was impossible. All the while, he sought out evidence to prove that his family line stretched back to the days of the Imperium, certain that proof would force the nobility to give him the respect he deserved, but to no avail. Finally, just as he was beginning to despair that he would never get the respect owed to him, a pair of King’s Rangers appeared with an offer that he couldn’t refuse.

Strengths:
  • A Knife in the Dark: When Cosimo must resort to violence, he prefers to keep things simple, and nothing is more simple than sticking a knife between someone’s ribs and stabbing them to death.
  • An Iron Fist in a Velvet Glove: Cosimo generally presents quite a genial figure most of the time, doing his utmost to make it appear that he isn’t as dangerous as he really is. Most of the time, it works, and his enemies don’t get the chance to make that mistake twice.
  • Well-Educated: Cosimo is capable of reading and writing in Common and Free Holder, and can competently speak the Noble Tongue if the need arises.
  • Nimble: Cosimo is fairly agile by virtue of the fact that he wears light armor, if any at all.
  • Sneaky: Cosimo knows how to stick to the shadows and disappear from sight when the need arises, and his light armor keeps him from making too much noise.
  • Charismatic Tongue: Thanks in due part to his demon-touched blood, as well as his own natural charisma, Cosimo is somewhat more persuasive than the average person, which comes in handy more often than not.
Weaknesses:
  • Nobles’ Scorn: No matter how wealthy he becomes, no matter what clothes he may wear, Cosimo is still nothing but the son of a merchant with a questionable family lineage. As a result, he is viewed with disdain and mistrust by those with noble blood, and he hates them for it.
  • Blood of the Father: Cosimo orchestrated the death of his own father, his own flesh and blood, for the good of his family. If the truth were to come out, he would lose everything: his family, his wealth, his life.
  • Peddler of Flesh: Cosimo makes no attempt to hide the fact that he participates and profits from the slave trade, which is bound to cause friction with any former slave or those who condemn slavery as intolerable.
  • The House of Acerbi is Small: For all his prideful claims, the influence of his family outside of the Free Holds is practically non-existent.
  • Demon’s Taint: It’s obvious to the average onlooker that Cosimo is a Demon-Touched, which brings up a whole host of problems when faced with those who devoutly follow the Gods, most of which involve prejudice and violence.

Domains of Magic: None
Equipment:
  • Fine clothes
  • Leather brigandine
  • An ornate Stiletto
  • A decent amount of coin
  • A signet ring emblazoned with the Acerbi family crest
  • A Khanjar

    Other: Kouri Plushie Lives On

    Signature: I, Persephone, agree to whatever fate awaits my character or characters during the course of this adventure. Even death by lizard sex.
Free Holder Culture: It's all about money. Money money money. The idea of nobility in the Free Holds keeping out a "lowly merchant" if he's highly successful makes no sense for this culture. So long as you're profitable, or strong and independent, or in some measurable way excelling, that's all that matters.

Free Holder Culture 2: Electric Boogaloo: Seriously though, murdering someone else in the streets in cold blood is fine. It's not just nobles that can do whatever they want--it's anyone who has the capacity and willpower to do so.

Nobles' Scorn: Outside of the Free Holds? Yes. Inside it? No.
 
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