Part 2 of 3.

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

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

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

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

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

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

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

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


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

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

SECTION THREE - CLOSING POINTS


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


SECTION FOUR - EXTRAS [tbc]


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

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

Coming Soon...ish

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

#1 (Suggestion): Werewolf form has no weight, unless he weighs the same in that form as he does in his human form.

Not a whole lot else to change here. This would grow over play.

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-----PERSONAL-----


NAME: Bakar Ibaiguren
RACE: Lizardman
AGE: 37
SEX: Monogendered
APPEARANCE: If Nilum loved calling Lizardmen the frankenstein monster than Bakar is the perfect specimen of his kind. Standing 8’6 feet tall and weighing around 352 of mostly muscle, he stands tall and proud with his rough, pointy, green scales. His shoulders and tail shows several scars from where limbs had to be repaired after a long time’s worth of resting and eating. His tail is quite long in comparison to many others of his race, going out around 7 feet long at this point with long, bright red colored spines. On the back of his head are two long red fins that go from the sides of his forehead, down to end at his neck. Several small, dull spikes surround his eyebrows and jaw and between the two ‘fins’ they go down his back and tail.
EQUIPMENT:

  • Weapons: Bakar utilizes his leaf-headed spear as his main weapon for battle with a simple curved, thick-bladed dagger as his side weapon.
  • Armor: For his armor he wears leather armor. Not the leather armor like what you’d see in roleplay games, but rather small plates of leather tied together with small metal studs. Finally On the back of his leather armor are long, tall ‘wings’ with large black feathers upon them. Going up and curving backwards over his head, appearing like Polish hussar armors.
  • Other: A small bag of warmstones, a whetstone, a watterskin, a large bag full of at least a month’s worth of Jerky should he ration properly, a shiney (shiny?) silver amulet with a purple gem on it, 3 gold coins, a pet beetle that likely fell in his simple leather satchel.

BLOODLINE: Tribal Lizardman…

BIOGRAPHY:
Like many stories of lizardmen, there once was a noble-man who was traveling with a small guard through the freeholds for one reason or another. And like many, many people before him he traveled on the wrong road at the wrong time, being overwhelmed by a band of marauders, led by an infamous lizardman that was taking advantage of all the chaos within the world at the moment. As the man’s guards fought valiantly and dutifully against the mixed group, he’s try (he tried?) to run, hoping that he’d be able to reach a point of safety. That is not how his story would end as Bakar’s father followed, trapping the man before taking his prize with a loud, bloodcurdling scream. While the two were alone in their ‘intimacy’.he was taken by the lizardman, forced to be Bakar’s mother.

A month later Bakar was born, born out of the blood of his male-mother who died as ‘she’ was in the process of transforming and birth. Bakar and 9 others would grow within their new family, a band of raiders and murderers. A largely diverse group. When his magical talent was discovered by another lizardman, a mage outcast of the swamp-tribe’s ancient art of poison magics.By the age of 4 he’d start his lessons in the magical arts with one of his brothers. By the age of 11 he’d start going on raids with the others, being used to hide and poison the towns or villages raided by them or to go through small areas to find hidden treasures for the marauders like the others. When he hit the age of maturity he got his first ‘prize’ and manages to spread his parasites, enjoying every moment as he ruthlessly and for a couple years that’s how his life was spent, in the countless raids or attacks he’d always try to capture at least one victim that he can breed with, forcing them to be his and lay his next of kin, in which he’d leave his victims to wander until they release his next of kin, not caring for the consequences of his actions. In time he’d receive a nice amulet from his father as a gift, being his ‘mother’s’ as a reminder of the noble his father captured and kept for his amusement.

Throughout his life he could say that he traveled around the lands of the freeholds, sometimes they’d go out but overall they stayed within the lawless lands, enjoying their life as they had some from the other races trade supplies within the cities. For the first time of his life he saw what a lizardman tribe looked like, amazed by the way they lived and that his own kind lived in such a community, having only ever knew the life of a traveling raider. And as they left he’d keep in mind exactly where the tribe was, wanting to see it again some-time.

Not even a few months passed as the Marauders decided to be daring, a highly risky operation that would grant them all the highest pay-out yet. With the help of 4 of the other most successful marauders in the land, they would attack a city for the first time, and topple down one of the black council, in which they’d replace with their own stronger leader. With an army of 15k (15,000) they traveled far, only to be met with 2 of the 5 groups of raiders to spontaneously turn, attacking the other 3 groups in an ambush. Feeling overwhelmed and confused by such a battle of great size, In the middle of poisoning someone he was hit on the head from behind by someone of his own tribe and fall into a mud filled ditch. He was out, cold, hidden in the mud his body rolled in. When he finally woke it was all over. His ‘tribe’ was gone, many dead in the grand battle but some bodies were missing like some of his siblings, and many of the other raider groups had major losses as well. A trap for power and there was no signs of a clear winner, only blood covered the ground. He was truly alone for the first time in his life.

So he traveled, making it to Rheinfeld. Alone and confused there he reached lands he never touched before, only to learn that the life outside of the freeholds was far more harsh for his kind. For 5 years eyes of distrust was always set upon him and soon he’d learn that he was a monster of society, detested, hated and treated like an outcast for simply being what he is. When trying to gather supplies he was met with a cold shoulder or to be told to go away, when he tried to ask for help he was simply ignored or had guards called onto him without reason. It didn’t take him long as to why they feared him so much, he was a rapist and breed by taking their lives away, just like what his father did to his mother. He was a monster in a world dominated by them. It was then that he learned that he will never have a place of respect in the cities.

By the age of 24 he was out alone, staying away from the cities and travelling west, as far west and alone, hiding from everything he could. Traveling to survive in hopes to find a new family and a new home. He was lost and confused. Eventually though, he was back into the freeholds and a couple months after, he reached the tribes, asking to be one of them and explaining what happened, that he was alone and had no family, and that he is lost, wishing to be a part of something greater and to live in peace with his own people. They accepted him with open arms, his new family was the forest tribe of the lizardmen. The tribe of Zutibor.

For the rest of his life he’d live with his own people, happily and enjoying his life with them as he found it to be a truly peaceful life. He’s ('d) learn more about his magic by the tribe’s shaman, learning to better hunt and utilize it as he mastered the art further. He learned how to truly fight with a spear and knife and how to hunt like they did. He learned how to fight like a true lizardman should and most importantly, he learned the honor his people had and the ways that they held so sacred. He would live on the near-outskirts of the tribe, loving to wander in the forests and gather herbs and poisons in it, learning to brew elixirs and tonics with the shaman, along with how to cure his poisons.

As he lived happily with his people, he’d feel at peace but thinking back to his life in Rheinfeld and how he was treated. Remembering how united the races were and thinking more on the fact that his own people were split apart in their tribes, he’d begin to ask questions about why they never united the tribes. A foolish idea and a clearly dangerous one, yet still he wondered and thought about it. Wondering how a state of lizardmen would be or better yet, how a life with united tribes would be like. He held onto it, loving it as much as he loved the tribe he was a part of. He wanted to live to see the day his people were one, a day where all races no longer looked at them with fear, but rather with honor and pride and a day where the tribes traded not only with themselves, but were important enough to trade with the other cities.

As time passed he decided it was finally time, after hearing from a lizardman marauder, just like he was, trading with his tribe peacefully he learned of a man named Amora Mann. A man looking for a princess of sorts who ruled over large, powerful lands at some point. A spark of hope was brought to him and an idea. A month after hearing the rumor he decided it was time that he brought great honor to his tribe and people. And with his final goodbyes and getting supplied with the help of his tribe, he’d leave off of a lie, that he was going to adventure out to find a mate and by honor and pride, win them over and bring her into the tribe to be one of them.

And so he left, both looking for such a mate so he didn’t lie to his people and to find the princess with this Amora Mann in a fool’s hope that she would help him and allow his people the freedom to be one and their own state. This time with all the lessons of his past, learning about the world he never knew or cared for until now, realizing that it was far more cruel, harsh and broken than anything he ever knew.


-----OPTION: MAGIC----
MAGIC CONCEPT:
Path of the Venomous Snake ~ Tribal styled Poison Magic ~ This magic concept is mainly focused on the summoning and creation of poisons, toxins or corrosive slimes or the curing of a poisoned wound. Many spells rely on the use of his own body and few spells target his weapons or are formed from ‘nothing’.
SPELL EXAMPLES:

  1. Poison Spit: He is able to turn his saliva into a harmful poisonous slime that he can spit out, poisoning a target via skin-contact, blinding them as it irritates the target’s eyes and skin or to coat a weapon with poisonous effect of sorts.
  2. Toxic Cloud: Summons a large cloud of toxic green-yellow gas that, if breathed in can slowly cause internal damage to a target’s lungs, numb their muscles and make their body feel heavy so the target is ‘slowed’ in a sense or force them into a temporary coma, knocking them out for a long enough time to make an escape.
  3. Scales of the Viper: His scales are coated with a translucent slimy poisonous liquid which can be used to poison grappled enemies that his scales cut or the slime could irritate the skin of the grappled target which will then be affected by the poison as it quickly spreads to numb and paralyze the body before attacking the target’s organs.
  4. His Special Touch: This spell creates a red slime-like liquid to be formed on Bakar’s hands, allowing it to quickly weaken and damage organic or non-organic material such as armor, weapons, locks or wood in order to create more weak points within the touched object. Harmless to skin.
  5. Pheromones: Enhances Bakar’s body odor with a magical supplement, creating a sweet smelling invisible toxic gas around the lizardman. When those around him inhale the toxic fumes, their mind is affected slowly as they become more agreeable, less cautious and more willing to co-operate as they feel slightly at ease from the hypnotic, disorienting or hallucinogenic effects of the toxins in the air. This effect doesn’t last all too long-however, at most around about 10 minutes once the toxic gas is gone for the toxins to be cured by the body’s system.
  6. The Curing Lick: Bakar is able to magically turn his saliva into a hyper anti-venom, anti-toxin or a curing solution for poisons. When applied to the affected area via licking it or having his saliva digested, it will slowly cure the body of poisons, venoms or toxins. Of course the said poison must either have been created by him or by magical means, otherwise he must know the specific cure the the poison in order to magically turn his saliva into a cure for it.

STRENGTHS:

  • Poison Magic: (See above)
  • Hunter-Survivalist: Bakar learned from his time as a Mercenary and as a Tribe’s man how to find and hunt for food, how to find water, now to navigate and how to create temporary shelters in the wilderness of various types of terrain. He is an expert only in Forest and swamps however and moderately proficient in surviving other terrain types.
  • Lizardman Martial arts: Bakar was taught how to properly wield and use a spear for combat and how to utilize terrain for and advantage in guerilla tactics. He’s especially trained in using his magic and body as one, using his large size, long tail and body to overwhelm while his poisons slowly take their effect, slowly weakening and killing his foes for him as he buys time.
  • Lizard of the Wilds: Bakar spent a bit of his time practicing his magic through hunting or wandering the wilderness around his tribes, keeping himself in the peak of physical fitness in the process by constantly running, carrying heavy game that he caught and more. Thus making him a very big and fast lizard.
  • Herbs & Apothecary: He has an interest in learning how to identify certain plants that can help or harm the body and turning those plants into cures, tonics, teas and the like, wanting to help more and learn ways to better help others. What he doesn’t know he’ll happily test to learn more.

WEAKNESSES:

  • Shy and Silent: When dealing with other races, he learned to keep his head down, staying silent and keeping himself at a distance. He’d give short responses but nothing more, almost completely distant in this regard and will try his best to stay all but completely hidden from those he’s supposed to be allied with, work for or accompany. Afraid of the worst after living it before. In major cities or large towns he’d even feel a bit of anxiety. (Other Lizardmen in the other-hand calms him down a bit.)
  • Gross: His magical talents are… abnormal at best. Slimes, mucus-like substances and more that he’d let cover his body and even spit out. It adds up when you learn how he uses his magical prowess. To make matters worse is that sometimes he leaves the stuff on him or taking extreme measures to take it off, leaving him needing a river or lake all the more.
  • Curious: He is still learning much about the world and while that may not seem like a bad thing, it can cause him to take major lapses in judgement or common sense which tends to get him into serious trouble unintentionally, especially since he never once lived within the civilized world and only ever knew of his tribes and being a mercenary during his upbringing.
  • Passive: Despite his magic, he would rather not want to kill people and instead would prefer to use non-lethal or even possibly diplomatic methods in order to solve situations. This is another weakness because it makes him hesitate when he shouldn’t or let major threats go to lick their wounds and come back another day. (That said, he CAN kill when absolutely needed.)


-----BACKEND-----
MOTIVATION:
There are two reasons why Bakar wished to join this journey. The first is to be a hero to his people, bringing honor to their name for all to see. The second is that with the Princess returned to her rightful throne, she’ll help protect his people and allow him to unite the lizardman tribes.

GOALS: Besides what’s mentioned in his motivation, he’d simply like to learn more about the world and find a mate that’d accept him and allow him to breed with. Maybe make friends and allies with people outside of his tribe.

VALUES: He values the ability to fend for the self and the ability to survive alone, being a survivalist himself. He does hold up to a relatively loose code of honor and looks up to those who uphold stricter codes. He values learning and finds it good to be curious and ask about everything possible in the world he only just began to discover. He values a foolish idea of bettering his people and them becoming a united people, working with the other countries rather than being alone and growing as a proud, honorable and praised people rather than fearsome rape-monsters. He values silence and appreciates long quiet moments where he can gather up his thoughts or focus on interests that he have. Finally he values friendship and acceptance the most.

ANATHEMAS: He finds large cities to by crowded and confusing, sometimes to the point of getting anxiety. He dislikes loud noises, finding it distracting and despises closed, close spaces. His past experiences with other races lead him not being too trusting with them and would often distance himself to stay out of their ways. He doesn’t fully understand the desire for material things, finding such frivolous spending on things without worth to be annoying as he prefer the more simplistic lifestyle.

SIGNATURE: Drakel

Referring to line: "A month after hearing the rumor he decided it was time that he brought great honor to his tribe and people."
#1 (Error): Timeline-wise, Amora would only be recruiting for maybe a month, tops, at the most. Probably closer to two weeks. It'd be better to have him have some sort of reason to be interested in the princess to hear about it early on.

#2 (Error): Overloading a bit. Pure magic is described as a discipline that takes years to master, enough time so as to basically ensure that mastery of non-related combat skills (eg: martial arts) would fall far behind one's peers. Maybe he is reasonably competent with a spear, but if he truly focused himself on magic, he wouldn't have had the time to become as good at spear combat as his peers are, or others beyond his peers. Switching to Hybrid may alleviate this, but only if he then focused all of his magic's expression through his spear.

#3 (Informational): His pheromones are similar in nature to some Free Holder slaver mages, and may elicit a highly revolting or even somewhat hostile response from those around him. He can keep it, and use it, but the consequences may be severe for doing so.

Final Recommendation: This sheet is fine, actually. Just polish it.

NAME: Barrett Ironforge
RACE: Dwarf
AGE: 33
SEX: Male

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

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

BLOODLINE: Liverian Witch Hunter/War Veteran

BIOGRAPHY: Barrett was born a peasant in Liveria and was only a child when the civil war between Liveria and Renalta broke out. Instilled with a firm patriotic belief in his nation, he signed on to serve in the army when he was old enough and fought on the losing side of the civil war for nearly a decade, watching friends and allies fall left and right. His dwarven blood combined with his natural talent for fighting helped him survive, but the losses of his friends has made it harder for him to truly open his heart to others anymore.

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

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

----OPTION: MUNDANE----

SKILLS/TALENTS:

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

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

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

STRENGTHS:

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

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

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

WEAKNESSES:

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

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

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

-----BACKEND-----

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

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

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

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

SIGNATURE: I, jrusso20, sacrifice this character as tribute

#1 (Suggestion): Add weight to your appearance description.

#2: (Informational): The favourite weapon of most Liverian Witch Hunters is the Crossbow, as a relatively silent long ranged weapon capable of penetrating armour. The bolts themselves can be modified with various properties to combat different types of creatures. (Eg: Silver.) You don't need to do this for your character, I just figured you might like to know.

#3 (Error): Minor correction, but most of the Liveria-Renalta civil war were indeterminate skirmishes. Liveria wasn't truly brought to its knees until near the end of the war, when the response to the Archduke of Renalta's son's death was to besiege Liveria's capital and kill its Crown-Prince and his daughter at the time.

Final Recommendation: Make a few small edits and this will be just fine!
 
Part 3 of 3.

NAME: Sisera De Platine, 3rd Steward of Renalta

RACE: Human

AGE: 41 (though technically he should be in his mid 80's)

SEX: Male

APPEARANCE:
portrait_painting_8__oils_by_jfgallery.jpg
Sisera is a well built man at six foot, with broad shoulders and a lean muscular body. He has a trimmed goatee and short black hair along with faded violet eyes. His body is covered from his feet to his neck in scars; thousands of puncture wounds ranging in size from tiny needles to large circular scars up to three inches in diameter. His clothing consists of a long sleeved black tunic and brown work-pants tucked into a pair of cowhide boots. He also wears a long black furred cloak for longer periods of travel.

EQUIPMENT: A pair of swords sheathed to either side of his waist. His dominant sword is an Estoc, made primarily to pierce armor (though it cannot cut or slice very well) that is 52 inches in length. His secondary sword is a simple broadsword around 39 inches in length.

The black Tunic that he wears has small metal plates sewn into the fabric to offer some minor protection to his person.

BLOODLINE: Arcana, was born into the higher echelons of Renaltan society but is not technically a noble.

BIOGRAPHY: Sisera was raised in the family of the De Platines. A family that had served as the Stewards of Renalta for the past two generations with his Father, Harald De Platine, serving as one of the more controversial Stewards. In public he was a fat, jovial man with a reputation for gluttony and drinking one to many mugs of mead and glasses of wine. But it served as a clever facade for his scheming and cunning nature as the closed door representative of the royal family whenever there happened to be private disputes with the nobility. This left the De Platines with a rather close bond with the royal family but at the expense of the rest of the nobility disliking or outright hating them.

Due to this Sisera led a rather lonely childhood. However, Harald, on a hunch paid a mage to inspect Sisera to see if he had any tell-tale signs of magical ability. Harald's guess was proven correct and Sisera showed promise with it at age 8 and by the time he was ten years old was well on his way to becoming a fire mage of incredible talent. Reading hundreds of books on the overall subject of magic gifted to him by his father. By the time he was 15 years old he seemingly had not only mastered this volatile magic but had developed his own brand of casting it that relied on using body movements to control and cast magic instead of simply using one's mind. This led to him being called "The Fire Dancer" and he would often put on small shows to entertain foreign diplomats.

During this time of his studies he also demanded that he take swordplay lessons. Sisera's constant harassment to his father on this subject led Harald to teach what he thought would be cruel lesson on Sisera and hired some spare mercenaries from the north. Hoping that their harsh lessons with hard wooden swords would deter the boy. To his Father's shock, the boy, despite being covered in bruises and cracked ribs kept attending lesson after lesson. Over the year the combination of his specific style of magic casting and his sword training gave him an athletic, muscular body.

Sisera was 18 years old when Camilla was born. Within a few days after paying respects to the infant in her cradle the Queen noticed a strange devotion in Sisera as he would come by every few days to inquire about the health of the child. His loyalty to Camilla did not become truly apparent until a year later when Camilla was stricken with a life threatening fever. Soon after, Sisera disappeared and Harald and the Royal family learned that he had headed to the outskirts of the capital to build a makeshift shrine to God where he prayed for the Girl's survival. After three days of praying, Camilla, whether by coincidence or not, slowly became healthy again. Sisera's alarmed father went out to fetch his son and was shocked at the malnourished state the young man was in and soon caught a fever himself.

When Princess Camilla reached five years of age, Sisera became entrusted as her caretaker. As the years went by, her own latent magical ability began to emerge and Sisera requested that he also act as her tutor for the years to come. A request that was quickly granted. And so like his father had done for his son, Sisera gave Camilla all the books he had on magic and taught her everything he ever knew. However, it would sooner or later become apparent the Camilla, like Sisera, also showed incredible talent with magic at a young age and by the time she was 15, there was nothing he could teach her that she couldn't simply teach herself.

When his role as Camilla's caretaker and tutor came to an end he began to isolate himself and gained a reputation among the upper class as an eccentric and recluse. Sisera learning the trade of his Father did little to help his reputation and he began to show up to court as his Father's representative due to the latter's old age and ill health due to a lifetime of nonstop drinking and feasting. Harald eventually stepped down and Sisera officially assumed the title of the 3rd Steward of Renalta. He saw little of Camilla during those years outside of formal appearances at court and usually only addressed her with a respectful nod and bow. While he maintained friendly relations with the King and Queen, privately, he seemed more distant and stoic than before.

As Steward at court though, Sisera developed a fiery reputation and his public spats with the nobility-who grew to hate him even more than his father-would become infamous. An amusing example was when he would verbally spar with anyone who wished to claim Camilla's hand in marriage. Pubs and Inns across the capital would roar with laughter as bards would sing about every flaw Sisera had listed towards possible suitors.

When Abarron began his march towards the capital, Sisera, along with the Royal guard led the defense of the city as his aging Father assisted with spiriting the three Princesses to safety. Though Sisera's magic was limited due to the Templars, he picked up his swords and fought in the streets for hours against the mercenaries until he was beaten back and retreated to the court room, where he found the Archangel had already slaughtered what was left of the royal family.

In his rage, but with no magic left to spare, Sisera threw himself upon Abarron and was quickly defeated. Beaten and at the feet of the wrathful Angel, Abarron demanded Sisera tell him where Camilla was, only for Sisera to spit on him in response. It was then that Abarron's capacity for cruelty became apparent. He took Sisera as his captive and paraded him around the burnt capital for his entire invading army to see.

He then brought him to a secret place, a cavern deep beneath the earth and locked him in an iron maiden. One with twisted magical properties. The spikes within the Iron maiden would shoot out and pierce deep into the skin and muscle, it would then begin to rotate and twist within Sisera's body; scrambling his nerves and muscles before retracting. But the Iron Maiden's magic would heal Sisera's internal damage to an extent and keep him alive in morbid suspended hibernation, where he would never age and never die from his torment.

For 45 years he was locked in that device, with Abarron planning to release him at his own whim, hoping that Sisera would be more susceptible to tell the Archangel information about the last remaining member of the royal family. For 45 years Sisera dreamt of nothing but the pain of serrated spikes and needles ripping into his flesh.

Then something extraordinary happened. Earthquakes deep beneath earth began to convulse around the cavern that housed Sisera's prison. Rock and dirt violently shifted and Sisera's hellish sarcophagus began to rattle and shake violently until it's magical lock was broken and Sisera stumbled out. Free for the first time in what felt like an eternity. His mind warped and fragmented and his body mutilated. For three weeks he wandered naked into the depths of the caverns, feasting on the unnatural creatures that dwelt in the underground for sustenance. It was only when he stumbled upon a small community of astounded dwarves was he given respite from his mindless wanderings in the dark and that he finally found some respite in the thralls of his madness. As the small dwarven enclave kept him isolated, astounded that they had found what was essentially a naked lunatic stumbling out of the darkness of the unknown, they reached out to their contact within the Mage Collective, an organization that they traded certain minerals and gems for in return for other goods such as food and equipment.

It was then that the Collective sent one of their agents, Noelle, to take Sisera and bring him back for their inquiry. As the Elf journeyed with the madman, his ramblings and random spurts of explosive raw energy followed by howls of pain gave Noelle the suspicion that the heavily scarred lunatic was more than he appeared to be. When Sisera was handed over to the collective and was given Noelle's report on the man, the elders immediately became concerned and restrained Sisera in order to better probe his mind. It was only through hours of sifting through fragmented memories and emotions did they discover his identity and more importantly, what had happened to him. For over a year, the collective utilized what was essentially magical psychotherapy upon Sisera. A magical technique that had originally been created for brainwashing was now ironically being used to attempt to restore the Steward back to what he once was. Some would argue with only mild success. Enough of his fragmented mind had been stitched together enough to make him a functional human being, but his mental state was still resoundingly unstable and had developed a number of coping mechanisms.

It was then he began to recover from his previous insanity that he learned of how much time had passed and what had transpired in his absence. The world he once knew was gone and even more than that. His body had changed for the worst. His nerves were damaged beyond repair to such an extent that not even the mightiest of healing magic would ever help him. The strong constitution that he had built up within his years of training with was obliterated, for even a good simple punch felt like his bones were rattling and cracking inside his body. Even his magic had been robbed of him. Trying to cast his once acclaimed fire magic would result in pain shooting up through his body before the spell would simply explode in his face. The heat and fortitude required for such volatile magic was too much for his fragile body to handle. He forever lost it's touch.

But magic itself had not escaped him. Determined to be able to use even a fragment of what he was once capable of, he experimented while living among Mages, taking advantage of their vast archive of written knowledge and forced himself to learn "smoke magic" A bastardized form of fire magic seen as nothing more than a cheap trick used by street performers to entertain children. Yet Sisera, with all his general knowledge on magic managed to figure out how to make it an effective, if niche, ability.

When Sisera was deemed well enough to actually live in the outside world he offered his services to the Mages Collective as repayment for their help until the time came when Camilla would return, where he would once again pledge his eternal loyalty to her. For the past four years he has wandered the Southern lands as an agent of the Collective, gathering any intel that would be useful to their goals

OPTION: MAGIC
MAGIC CONCEPT: Sisera utilizes smoke magic through essentially 'lowering' the heat of his former fire magic to such an extent that not even a warm ember can remain and all that is left is the smoke. His method of casting spells is less through mental fortitude and more through the movements of his body, the larger the movement, the faster and larger the smoke will become. Simple movements of his fingers for example can result in small lines of smoke coming from his hands. With simple gestures like this he can build up a large amount of smoke, but it would take quite some time. On the other hand, large flashy and dramatic movements involving his entire body can result in a large explosion of smoke in an extremely short period of time.

SPELL EXAMPLES: Sisera's smoke can be manipulated to any general shape and has quite a few practical applications

Cannot see, cannot breathe: A primary application is Sisera shooting smoke out into someone's eyes, the stringing sensation and the water that builds up around the eyes may be just enough of a distraction for a well place sword swing to hit its mark. However, if Sisera can manage to get smoke into a person's mouth, he can flood their lungs with smoke, essentially suffocating and killing the victim if Sisera so wishes.

Flood the room: Within a short amount of time, Sisera can release a massive build up of smoke. This can serve as quick cover to make an escape, or to obscure himself and others from enemies before striking them unaware (make sure to hold your breath!) or flooding a group of enemies with smoke to leave then disoriented and coughing. In this last application Sisera cannot flood enemies lungs with smoke. For in this instance there is too much of it and he isn't dexterous enough with his magic to control it to such a detailed level. However it goes without saying that if the enemies for one reason or another can't escape for smoke (trapped in an enclosed area perhaps) they will naturally suffocate, pass out and die.

Sensory smoke: Sisera has quite a long range with his smoke, it may be that he won't be able to see what he's doing if its out of sight. But he'll be able to sense it. If for example he leaves out smoke trails low on the ground, he'll be able to tell if someone walks through it. It's excellent for helping to keep watch when everyone is setting up camp for the night and can also serve as a trap to enemies. If they walk through the smoke, it can shoot up and potentially blind or even choke them if they're unlucky. This can only work if the smoke trail in question is still connected to Sisera's body in some way though. If he breaks off the smoke from himself, he can still control it but its sensory abilities will be lost on him.

Color change: One of the few aspects of his magic that requires using his mind more than his body his changing the color of the smoke to anything that he wishes. This doesn't have many practical applications but it helps with meditation and soothes Sisera's mind.

Controlling outside smoke: Something truly difficult for Sisera to do is control smoke that he himself doesn't make. Say from a fire for example. This is primarily because he has to manipulate this smoke with his mind, rather than his body and can tax his stamina quickly and leave him exhausted. Shouldn't be done under most circumstances.

STRENGTHS

Smoke Magic: [See Above]

General knowledge of magic: : Sisera has a impressive knowledge of the diversity of magic that permeates throughout the land. Though he is more learned in elemental magic than anything else, other forms of magic he at least has a understanding and grasp of how to fight against it.

Athletic: Despite his horrendously poor pain tolerance. Sisera even in his older years has still maintained his lean but powerful muscles. This is mostly due to the combination of the martial training he received as a young man and the the more physical dance-like style of his magic casting keeping his body in shape after all these years.

Swordsmanship: Sisera is a well trained swordsman and can hold his own against more veteran fighters. If he is impromptu given a sword, whether it be one handed or two handed he will know how to use it competently. He carries two swords, an estoc designed for piercing armor and a simple broadsword for slashing. He can duel wield these two weapons though he prefers to wield the Estoc alone with his dominant hand.

Courtly etiquette: Though Sisera's family did not come from nobility. His station demanded of him to be educated in the fine and proper ways of court. Though his days as the court steward were often rife with fierce arguments against other nobles on a whole slew of subjects, he was incredibly articulate with his fiery language and never acted in a manner that would be considered demeaning of either the court or the royal family. He is also reputed to be quite a good dancer during times of ceremonies and balls.

WEAKNESSES

Extremely poor pain tolerance: Sisera's nervous system has been utterly wrecked in a few ways. Most notable is his near zero tolerance for pain despite his muscular body. A solid punch would leave his legs shaking and ability to fight hindered for at least a few moments. Anything like a sword wound or a minor broken bone would leave him almost incapacitated with barely enough strength to try and get away to safety. If he ever suffered a truly serious wound or a major broken bone it's possible he could die from shock if not treated quickly.

Mental State: Sisera's mind can be shaky at the best of times and incredibly unstable, even violent at the worst of times. Plagued with disturbing nightmares, distorted memories and general feelings of nervousness and anxiety along with whatever delusions his mind could conjure up. His thought process can be irrational and quite bloodthirsty for the sake of revenge or some feeling buried deep in his subconscious. At times his mind can best be described as "fragmented" but not so much that he can't operate throughout the day. If his mental state is particularly rife with stress and pressure it can manifest itself in his smoke in the form of a poorly shaped hound. He also seems to have minor memory problems concerning the immediate invasion of the Kingdom and certain elements of his early life that can be described as a hazy blur

Magical Limitations: Though Sisera is well versed in the diversity of magic. When it comes to more forbidden magic he has practically no knowledge of it. Also, he is incapable of using Raw magic for the same reason he can't use fire magic. It really, really hurts.

Can't hit the broadside of a barn: Despite Sisera's smoke magic having some serious long range applications, he ironically is comically awfully with long ranged weapons from bows, to slings, to javelins. It was one of the few things the royal guards training him would tease him about incessantly.

MOTIVATION: Sisera is motivated by his loyalty to Camilla and their personal history above all else.

GOALS: To have Camilla placed on the throne as the new Queen of Renalta and to see Abarron and all of his allies brutally murdered.

VALUES:
He has a fanatic loyalty to Camilla and places that value above all else. He is willing to perform completely underhanded tactics for her sake and would not hesitate to kill an unarmed person if they ever presented a threat to Camilla. To those who are willing to swear loyalty to her he places them in high esteem and will strive to fight and protect them as well, even if they have a negative opinion of him. Though he can at times seems distant and aloof and not exactly a people person (previous courtly experience not withstanding) he does value social interactions with others, he just isn't great at expressing it.

ANATHEMAS: Anything involving Abarron or anyone who associates will bring him to a murderous mindset that he doesn't care to control. Whether it's quietly plotting their demise or shrieking in rage as he attempts to butcher them, he holds no illusions of mercy with that ilk and will do everything in his power to dispose of them. This same mindset applies to anyone who is a threat to Camilla, whether or not they are allied with Abarron.

People who would tend to mock or demean Camilla, whether intentionally or not will leave him quietly seething with fury and he will go out of his way to make sure it doesn't happen again if he can do so. Getting violent if need be.

SIGNATURE: Slade

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-----PERSONAL-----

NAME: Joel Tennyson
RACE: Human
AGE: 19
SEX: Male.
APPEARANCE:
larric_by_chazillah-dadohce.png

Source.
178cm, 68kg
EQUIPMENT: Dagger, lute, bow, flute, disarming smile.
BLOODLINE: Commoner. Renalta.
BIOGRAPHY: The origin of Joel is best described as a myriad of factors. Namely, whores, spirits and bad decisions, resulting in a cradle in front of his single father's cabin. Joel's father was a working man. A labourer for hire, commonly on the roads between Liveria and Renalta – or at work at the formers harbour. Mayhaps boorish, mayhaps foolish, Joel's father was a good man at heart. He took care of his son where he could, but as a working class single parent, much of Joel's childhood could be rather lonely. Lacking a steady amount of parental love and supervision, Joel searched for such means where he could. He would help his father's friends out at their market stands more for the praise than the free apples – and with his boyish wits end up befriending regulars and street musicians. The way a man with a lute could paint a smile on strangers their faces... It was just what Joel wanted.

Because his father's work was of a freelance nature, some months were more difficult than others. When a song wouldn't yield enough coin, a teenage Joel learned he'd need employ different methods; something a working stiff like his father would never approve of. Yet, what choice did Joel have when his father wasn't home, or so the boy reasoned. He lost touch with cut-and-dry morals and many of his relations grew more tense throughout his adolescence. As such, Joel grew up to have many doubts about himself. Though he himself had but few qualms with pickpocketing and cheating when necessary, Joel wished to be subject to the boundless admiration the heroes in his songs enjoyed. Heroes that were just. Yet for a commoner like him, such heroics were simply not part of reality – or were they? What if Joel were to, say, save a princess?

----OPTION: MUNDANE----

SKILLS/TALENTS: Joel is a bard and entertainer for all ages. He comes equipped with a song, roguish charm and enough moxie to put both to use. Joel is competent with bow, dagger and sword, by civilian standards, though his skills are lacking by military ones.
STRENGTHS:
  • A man of the people. Joel is a man who likes to paint smiles on faces. He likes to be liked and is fairly good at gauging what it takes to achieve that.
  • Excellent hearing. Joel can follow any bar conversation while counting how many rats are scurrying below floor while a group of Liverian sailors is celebrating their return in said bar. Long story short; he hears things.
  • Magician's hands. Joel's rather deft at the more delicate tasks. Lutes, locks, ladies, you name it, he's got an aptitude for it.
WEAKNESSES:
  • Mudblood. Magic resistance rolls a zero.
  • Never the troubadour. In regards to nobility, Joel is a little... Uninformed. He's not seen or spoken to many nobles and his casual joviality is likely to rub many the wrong way.
  • We're going to see the wizard. Joel is quite clearly lacking in combat experience compared to most adventurers in the party. There is much he has to learn on this journey – which means he might not always be equally useful.
-----BACKEND-----

MOTIVATION: Singing about better men's tales and lands he hasn't seen is something Joel would like to grow out of. A little princess-hunting would provide him with adventure and scenery to spare.
GOALS: To become worthy of song and respect.
VALUES: Overall, Joel subscribes a chaotic good; holding individualism in high regard but being flexible in how such freedom is obtained. Though generally benevolent, Joel also is... A bit of a hedonist. As such he values attention, wealth and pleasure more than the common man should and these allures commonly contradict his morals. Similarly, Joel is no stranger to compromising his ideals when falling on harder times. While he tries to do good, he hesitates to if it comes at great cost to himself. That said, being born and raised in Renalta, tolerance is up high on Joel his value list. He's also fairly patriotic in this regard, because his country is the one actively pursuing better times for all.
ANATHEMAS: Restriction of personal freedom. Warmongering without purpose. Racism.
SIGNATURE: Ouverture

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Gave Barrett weight both in and out of armor, and fixed up the history to be more acceptable. No crossbow though, he was a soldier on the front lines, crossbows are for sissies. :p
 
Fixed Bakar's CS. It was really a simple fix.


Referring to line: "A month after hearing the rumor he decided it was time that he brought great honor to his tribe and people."
#1 (Error): Timeline-wise, Amora would only be recruiting for maybe a month, tops, at the most. Probably closer to two weeks. It'd be better to have him have some sort of reason to be interested in the princess to hear about it early on.
Changed the date in which he left to be 3 days after hearing that Amora was recruiting. I kinda wanted to go with a last-second thought/plan that suddenly came up, further making him the 'odd man out'. Also added some sentences and a paragraph stating his interest in Camilla but always shrugging it off as a fool's hope.


#2 (Error): Overloading a bit. Pure magic is described as a discipline that takes years to master, enough time so as to basically ensure that mastery of non-related combat skills (eg: martial arts) would fall far behind one's peers. Maybe he is reasonably competent with a spear, but if he truly focused himself on magic, he wouldn't have had the time to become as good at spear combat as his peers are, or others beyond his peers. Switching to Hybrid may alleviate this, but only if he then focused all of his magic's expression through his spear.
Fixed, Him having only a reasonably competent training with the spear was my intention that I missed. I in turn specified further on the matter so it'd be dampened a bit.


#3 (Informational): His pheromones are similar in nature to some Free Holder slaver mages, and may elicit a highly revolting or even somewhat hostile response from those around him. He can keep it, and use it, but the consequences may be severe for doing so.
I'm ignoring this a bit because I already intended the ability to be revolting and to get a hostile response from those around him. It's a double edged sword, and a magnificent one since he's a rape-monster already. So that is exactly what I want. Plus it further upholds the good ol' Free holder spirit. ^^
 
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So, I figured now was a good time to explain how storyboarding works. (Because, I mean, I got the time, right? :p)

Visual Guide.

Storyboarding refers to a process in collective writing wherein a group of writers (typically led by a lead writer) plan out a series of events to occur within a set order, with loose overarching objectives for the plot. The right side of the image demonstrates the overarching objectives concept--this is the list of objectives that the DM establishes, and which players can add to, edit, or remove by request. The left side of the image demonstrates specific chapter setups (for conflicts & areas) which are created by the DM, and then the individual scenes. Individual scenes are planned, orchestrated, written, and posted by players working together cooperatively to produce interesting content for their characters, with the DM's job being to try and act as the "lead writer"--vetoing only where necessary, and otherwise just ensuring that everything operates within a stable line that the players can predict and work within, as well as modify.

To put into practice...

Step 1: I establish a chapter's basic summary, and ask if players are interested in expanding upon that. The summary should contain a scene's tone, purpose, and objectives, as well as its central conflict.
  • Yes: Build it into a fully fleshed out area and add depth to whatever hypothetical conflict I've presented. Post it in the IC.
  • No: Ask players for input on what they would like to do, try again and build a newer, better scene.
Step 2: With the chapter's IC post created, offer a couple of scenes with NPC's in them wherein players can interject. This is the part most dependent on players to act as writers, and create their own scenes with their characters interacting with each other, the environment, and the NPC's. This process will probably take at least a couple of days, maybe upwards of a week if the chapter has a lot going on in it.

Step 3: Players create scenes, and write them out. Scenes can be posted in any order except for scenes with a dependency clause, which must be posted in a particular order for them to make sense. (Eg: If a PC is interacting with character A, which results in them talking to character B.)

Step 4: Once a chapter has exhausted all of its scenes, all of the player decisions concerning the chapter's conflict or issues or environment are accounted for in the creation of the next chapter's summary. Following the visual guide, if players voted not to help the peasant in chapter 2 and to move forward, Amora would order the party forward and chapter 3 would be about something else. Conversely, if they decided to try and help the peasant, chapter 3 would be about going into the grove.

IF THERE ARE SCENES OF INTENSE TENSION OR CONFLICT

A scene can be marked as Mandatory. This is indicative of a player created (if approved by the DM first) or DM scene that must be completed to progress the plot. This can be something simple, such as "investigating a witch's hut," or something more complex, such as "resolving combat." Each step the player chooses to take in investigating a situation or executing a hostile action will get a DM response, with the conclusion of the scene being "up in the air" sort-to-speak to produce tension. Mandatory scenes will have the option of showing how well a PC is fairing, or going completely in the dark on outside information--as some players might prefer to orchestrate the scene in a more narrative fashion, and others might prefer tension and risk and to avoid any form of meta knowledge from contaminating the results.

-----------------------

This whole system is something I've concocted from scratch/modified from non-RP sources, so it may take some experimentation for me to strike the proper balance with y'all, but I'll be glad to give it a shot with all of you. This is also where I mentioned the more casual sense of pacing to some of you--this system completely removes time barriers for completing collaborative posts and the like. So long as we maintain a healthy sense of communication, everybody will get a chance to shine at their own pace.
 
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Credit: Pheobe Campbell
NAME: Sabine Conte
RACE: Human
AGE: 26
SEX: Female
APPEARANCE: Sabine stands approximately 5'1" in height and weighs in at roughly 140 lbs, having a stocky frame. Her skin is a dusky bronze, smattered with blotchy freckles and patterned with scars. She has thick, dark chestnut hair that is unruly and barely kept. Her hazel eyes are frequently set in a stern gaze. Her clothing is rather invariable in being practical, sturdy dark earth-tones.

EQUIPMENT:​
Weaponry: An unornamented, utilitarian backsword with the back end edged at the top, a balanced hatchet for her off-hand or necessary survival needs, a curved skinning knife
Armor: A thick leather jacket with panels of chainmail along the shoulders, thick leather gloves, and sturdy traveling boots
Miscellaneous: Basic traveling gear for personal care, upkeep and survival, a well-worn deck of cards with bawdy women depicted on the back, a set of bone dice, an heirloom silver locket passed down from her grandmother that no longer opens​

BLOODLINE: Arcana, Liverian-Renaltan descendant, commoner class

BIOGRAPHY:​
"There was a time, sweet child, where men were beasts. Before kings... Before magic... Before God...
But, that changed, as all things do, when brave men win it at the tip of a blade."

Sebastian Mercier, 112-149 AC

Sabine was born near a small farming village, at least, that was what the area dubbed the loose amalgamation of farming homes that were centered around a few loose traders near the border with Renalta. The wake of the fall was still fresh in the minds of men and the world changed in fear. Young and naive of the world, she knew little of the consequences to come as the witch hunters and their inqusitions were borne of Liveria. She scarcely understood as the war began that divided kith and kin of the region. She did not know how she was a part of the war, even so young.

Magic ran strong along her mother's side, though scarcely used, to where her father, Edgar was ignorant. Her mother, Sophie, fearful of the events that befell Renalta and the surmounting consequences of magic in their fledgling kingdom, Liveria, cast away her powers willingly, only to be horrified to recognize the gift in her middle-borne (between brothers Evan and Eric). It was a secret that she tried to keep silent, even as the untrained girl struggled with it.

Fearful of what might happen should Sabine's powers grow unstable and cause harm, or worse, capture the attention of the Witch Hunters, her mother reached out to her Renaltan brother, Sebastian. In spite of the war, Sebastian trained the girl in secret upon farm and tried to shield them from the worst of the chaos and confusion.

It was a skirmish within the last 18 months of the war. Sabine, grown competent in her talent had also grown bold and careless in her years. It attracted the attention of a battered, broken and angry Liverian sortie returning home from a failed siege on Renalta. Stopping at their farm to replenish necessities and rest, Sabine was caught practicing her magic during her chores.

A soldier made to grab her and Sebastian came at the sound of her screaming. It was a blur of activity, but what Sabine remembers is her mother screaming, and looking back from atop their family mule to the sight of her uncle hitting the dirt unmoving.

She crossed beyond into Renalta. She road until she was sure she was safe... With a time to think, her next move came in the form of selling the mule and traveling to live with relatives. Her grandfather recieved her well enough and allowed her to stay with provisions. She was made to learn basic rithmatics and how to read and write and continue her magical studies so her uncle had not died in vain.

It was a busy life with chores and errands to earn her keep alongside her education, but it suited her well until she turned into an adult. The sympathy wore thin and she was pushed to endeavor a way to provide for herself. Learning a trade, labouring or marrying were the immediately offered options, which she promptly refused.

In the wake of conflict, though, the necessity of hired muscle was not-unheard of. Sabine opted to depart and took the time to travel, working as a sellsword for those who needed. Though odd-jobs between contracts were not unwelcome to ensure her coinpurse stayed comfortably fat.

Hybrid
MAGIC CONCEPT
: Sword Artes (Breaker), utilized through bladed weapons.

SPELL LIST
:​
  • Armorbreak - The channeling of magical energies to weaken, pierce, or destroy physical defenses.​
  • Spellbreak - The channeling of magical energies to reduce, destroy, or redirect magic energies with.​
  • Limitbreak - The channeling of magical energies to surpass the body's normal physical capabilities, increasing agility, strength or endurance temporarily (extremely exhausting, increased hazard of injury to Sabine).​
STRENGTHS:​
  • Fit of body and mind, physically capable and well-used to frequent strenuous activity of both sparring and long travel, and mentally sound and capable, though not being the brightest.
  • Everyman, can do most tasks with relative capability with a rudimentary understanding or explanation, allowing her to succeed, though often with rough results, being no master.
  • Adaptive, being able to quickly adjust to situations and alter her fighting capability or style at a whim
  • Congenial, why she can be brutally honest and fails to suffer fools, she is relatively tolerant and pleasant
WEAKNESSES:​
  • 'Fun' sized, while a capable fighter and able to attack from an unusual angle that can shock some enemies, in a fair-fight, her height leads to opponents easily overwhelming her in raw strength and she must depend on agile attacks
  • Concise, she can be overly choice with her words at times, preferring to keep quiet and observe except when she deems necessary, which leads to poor cooperation, cohesion and communication and failure to share sometimes important details
  • Fear of water, cannot swim and becomes uneasy on bridges, boats and the like
  • Mana burn, can quickly tire and wear out with magical use
MOTIVATION: Improved relations between Liveria and Renalta, either through reunification for the stability of both kingdoms or mutual respect and support.

GOALS:​
  • Stability, certainty that from one day to the next, things will not drasticly change and up-end your life​
  • Family, to rebuild her family, either through reuniting the estranged members or creating a new one.​
  • A Comfortable Life, to be able to live a comfortable lifestyle with meaningful relationships, work, and activity without great difficulty​
VALUES:​
  • Reliability and consistency in all things​
  • Honesty with utilization of discretion​
  • Compassion hammered with candidacy​
  • Austerity and efficiency in all things serious and important​
ANATHEMAS:​
  • Unpredictability, those who are inconsistent, hard to account for and cannot be relied on in planning or following through​
  • 'White lies' or lying to guard others' emotions​
  • Mollycoddling the incapable and inept or suffering fools​
  • Overly frivolous, farcical and irreverent behavior, especially at inappropriate times.​
  • Boats, she gets seasick​
SIGNATURE: Blackstone
 
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NAME: Brynhilde Ironforge
RACE: Dwarf
AGE: 34
SEX: Female
APPEARANCE:
tarin_portrait_by_rachellefryatt-d5w2fue.jpg
  • Height: 3ft 4in.
  • Weight: 167 lbs.
EQUIPMENT: Fur pelts and metal rings adorn her small makeshift armour, which itself is worn over the years. Patchy from years of her rework, it still seems sturdy and well-kept.
  • Gunnbjorn. A hammer usually strapped on the side of her pack, she occasionally can be seen wielding this in combat. Worn from usage over the years, she is looking to repair these soon. Given to her by Damus the hermit, she holds it close.
  • Small chainlink. A small piece of interlocking chains from a necklace lays against her chest. In memory of her closest friend, the hermit.
  • Doll- Her mother made that for her when she was only 5 years young. It was the best gift she had ever received and one of the few. This little trinket is the only item that seemed to give a moment of reminiscent joy from the memories of her family.
BLOODLINE: Liverian peasant, twin sister of Barrett Ironforge

BIOGRAPHY: Born in a peasant family along with her brother, she was a child when her magic was found out by their parents. Unsure of what to do with her as she was the only child in the familyto show such abilities. She was sent away to a family friend, who lived in a small shack in the mountains. A hermit named Damus, she was told. This was shortly after her brother left for the war, only catching here and there visits from him and their parents, loosening the bonds that once were strong between Brynhild and her family.

Unlike Barrett's patriotism that seemed to leak through the letters he sent, she grew to dislike her homeland with how isolated they seemed from the rest of the world. Her dislike softened over the years as she spent time away from Liveria, she learned a bit late the irony in her view. After being sent away, isolation became her only friend. Began speaking to animals, believing she could understand what they were saying to her. She lived this way for many years, developing next to nothing worth of social skills. Very few coming to know her from her passive behavior. Rarely ever stepping out of her way to make connections with others.

At 25, she returned home to find her parents welcoming her back and a lack of Barrett around the area. It didn't surprise her too much as their visits and letters had dropped off some years ago. Her visit was short and sweet, the last one she'd ever pay to her parents. Her brother still an unknown beyond his joining of the Witch Hunters.

So she traveled resting from inn to inn when she could afford it, taking camp outside when she had too. She starved, she thirsted, she grew weary. Yet, she was beginning to see how much of the world she was missing despite only scratching the surface of what she had yet to see. This sparked something inside that made her continue despite her pains and smothering loneliness of her past.

----OPTION: HYBRID----
MAGIC CONCEPT: Offensive Enhancement. Utilized through her body, she can only use this magic for herself.
SPELL EXAMPLES: (List at least three examples of the types of effects you could produce.)
  • Strength of 100. Her magic when focused throughout her body her basic strength increases beyond her normal limitations, making tasks and attacks that focuses more on her brute strength easier to manage.
  • Limber. She can pinpoint her enhanced strength to a single limb or joint, a punch or kick can cause exceeding amounts of damage to her opponents. While not busting trees from their roots or causing craters, the force behind her attacks heightened towards others can still be dangerous.
  • Quickened Pace- Taking her strength and focusing on the lower half of her body gives her a boost of speed due to more force between her steps and the ground. Brynhilde can keep up with most others and even outpace them.
STRENGTHS:
  • Combat- Having being sent away to the mountains called for some skills in combat to hold her own against threatening creatures that invaded her temporary territory. Through those encounters and her own romanticized view of a warrior, she gathered a sloppy yet effective form of fighting.
  • Organizational skills- She is very, very uptight when it comes to her surroundings. Given she is smart enough to know that the outside will never be tidy, she still likes to see some order and decency around her.
  • Cleaning- Herself, her items, everyone, and everything around her must be clean. If she even has an inkling someone could be dirty, she will avoid them at all costs until she is sure they are clean. If someone touches her without her permission, things can go downhill fast depending on the contact.
  • Hunting- Many years in a remote location, she learned to be a predator. Taking down large enough to fill stomachs for a few days was something she became very good at.
WEAKNESSES:
  • Social Interactions-This is something she can not do well. Having been separated from society for several years taught her absolutely nothing on how to interact with people. A major reason of her silent atmosphere.
  • Anger- Her temper can flash out in moments though never for unjustifiable reasons. Things can be worked out first before irrational emotion tossed everywhere...like a woman.
  • Oddity- She may be slightly loopy. She talks to animals on a daily basis, seeming to others that she is holding a conversation with the creature of the day. She remains silent and although she is observing people, she can be caught simply staring at someone.
  • Idiot-She is dumb as hell.
  • Fears-She is fearful and cautious around birds, no matter the size.
MOTIVATION: To learn of what laid beyond the small patch of mountains she lived in for most her life, what the rest of the world looked like.
GOALS: Better knowledge of the world. Maybe learn to communicate with people, it would be wrong of her to not admit the life she has lived isn't a lonely one.
VALUES: She values knowledge and cleanliness. She can get very anal about her surroundings being untidy in the slightest.
ANATHEMAS: When someone disrupts her personal space or touch her without her permission. It's very hard to know the previous location of a person's hand.

SIGNATURE: Nemo made this thing.
 
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MAGIC
NAME: Ofri Windweaver
RACE: Human
AGE: 26
SEX: Female
APPEARANCE:
86ca9aea9e37b4222650ae925ff5bddc.jpg
Ofri is a smaller lady. She stands a hair over five foot and will proudly call herself five foot and an inch in an attempt to get an ounce more of respect. Given that she is perhaps a hundred pounds on a good day she can slip by most unnoticed. She might be nicer to look at than some, but otherwise she’ll slip off to do her own thing.
The silver around the neck of her dress is removable… and not quite silver. It is instead made of slivers of tin given an extra shine and a pleasing jingling when she dances. A truly silver corset tucks her waist in while providing some protection to her abdomen however. The back of the corset is cinched together by the same colored ribbon as the rest of her dress. The charms which fall from Ofri’s corset are of the same fake material as that around her neck. She has silver charms on a silver chain that drops below the neckline of her dress and wraps around her body.
EQUIPMENT: Ofri deals mostly in smiles and promises, but she does carry a few other useful things on her. She has a knife strapped to upper thigh, but won’t use it unless she has a reason to reach for it. In her corset is hidden a few darts and needles she likes to play with.
BLOODLINE: Elven Caravan Hanger-Ons
BIOGRAPHY: Ofri was born to a group of humans who spent their lives following the roving bands of elves. The cataclysm hadn’t brought their family into immortality, but friends of the family had been blessed. While they didn’t have the longevity of their companions magic did enter the bloodline. Ofri displayed the same ability to create wind from still air as her mother and grandmother. She learned the songs and dances of her family as well the magical traditions. A touch of wind to spin a little faster, a gust to carry her voice further. A breeze to adjust an arrow and a puff of air to hide her steps.

Once she met maturity she left the caravan to carve out her own life. The intention was to meet her husband on her individual adventure and bring him home to the caravan, but she has yet to meet the man she could proudly show her parents. Instead she has survived mostly on her own for the past six years. She has played her way through many inns; dancing and singing her way to enough coin to feed and house her for the night. Of course, given her caravan background, Ofri is quite skilled at roughing it the nights she hasn’t quite earned the money for a proper bed and roof.

Eventually Ofri settled in a Renaltan village at a crossroads of trade routes about two years ago. She started as a serving wench and worked her way up to the primary cook and barkeep. The owner of the inn, Grey Gary, was a widower and happy to keep Ofri around to keep a younger crowd at the bar and the coin flowing. Recently a strange man named Amora came in looking for those seeking adventure. Ofri had spent enough time in this village to know there wasn’t much left for her, so she joined the man. She wasn’t as handy with a sword, shield, bow, crossbow, or dagger as the deceased man, but she had other talents she could lend the group. When she heard the purpose of the group, to rescue the Princess of Legend (as she was known in the small town), she became more eager to make it through the journey. It would be rougher than she was used to, but it was something she was willing to do.
-----OPTION: MAGIC----
MAGIC CONCEPT: Windweaving
SPELL EXAMPLES:
  • Shoo: Ofri can produce a gust of air strong enough to alter the course of arrows, bolts, and spears. Of course moving the third item would be far more difficult, but she would also have more time to move it due to its size. This gust can also be helpful in pushing sand into an assailant’s eyes or whipping up enough dust or leaves to provide an escape.
  • Walking on Air: So long as Ofri isn’t trudging through mud or snapping branches in her wake, she can remove evidence of her trail. She can use puffs of air to erase her footsteps and use a natural breeze to move the foliage she would otherwise damage.
  • Whispers on the Wind: Using her magic Ofri can make her voice travel farther than usual. She can send a phrase on a small stream of air straight into someone’s ear. It is great not only for sending messages to friends, but also for confusing enemies. If she has time to concentrate, she can send multiple streams at once.
  • Bowless: While Ofri doesn’t have the strength to pull back a longbow or knock a crossbow, she can still send their missiles well along their way. Normally she would use this skill to bring silverware, pints to a table out of reach, or darts to a dartboard without leaving her post, but she could adapt this skill to throwing arrows, bolts, or daggers towards a target. Assuming she has any of them, which she probably doesn’t, but she does carry a few darts and needles that could put someone's eye out.
STRENGTHS:
  • A Cute Face: Honestly, Ofri is attractive enough to spin it to her advantage. She knows how to bat her eyes to a larger tip and how to sidle up against the bar to distract a wobbling drunk. Ofri knows how to catch someone’s gaze and keep it on her.
  • A Pretty Voice: Ofri spent her entire childhood learning how to sing and dance. She can carry a tune without much thought and pick up on most songs well before the rest of the population. She can also replicate the song almost perfectly after hearing it two or three times.
  • Fleet Feet: The jigs and reels of her people have left Ofri able to step and spin quickly enough to avoid getting grabbed by a drunkard and decked in a bar fight. Of course she isn’t perfect, and has had a few bloodied noses (as she’s elbow height) and bonked brows to show for it. She has gotten better, though.
  • Card Shark: Ofri has spent too long in an inn to not know her way around a deck of cards. She can do this with enough subtlety to avoid detection… unless there’s a bigger shark in the pool.
WEAKNESSES:
  • A Pretty Face: Ofri was sent into the world to find a husband and bring him home. While she has largely given up on this, valuing her independence too much, she could and would get distracted by an especially charming face.
  • Silk over Swords: This young woman has roughed it a few nights of her life, and lived in a group of travelling merchants for most of her life, but hasn’t had to really face combat before. She wouldn’t know where to put herself aside from as far away as possible.
  • Caravan: Ofri hasn’t seen the group in almost a decade, but they still hold a large part of her heart. If someone knew which caravan to threaten Ofri may fold quickly.
  • Grey Gary: The old bastard is the closest thing she has to friend and family right now. She doesn’t know where her caravan is and would do a lot for the man. He would be an excellent pressure point if someone knew where to look.
  • Upper Body Strength: Sure Ofri can sling a few pints and dance till dawn, but she can’t do much with her arms otherwise. She can’t swing a sword or pull herself up a tree. Maybe she could climb a tree if there were wolves trying to eat her? But she would definitely be stuck and have to fall down rather than climb down.
-----BACKEND-----
MOTIVATION: Adventure is out there! There was an adventure passed her way without a hero to sign up. She may not be much of a hero yet, but she could be. She knows how the songs go, and recognizes that she may not make it in the end, but she may as well try. If she finds a husband along the way, great. If she doesn’t, fine. Not all women from her band come back to the caravan; there may as well be a song to sing about her if she doesn’t. Plus, she also wants some revenge for all the poor bastards that died before there could be a song written about them. The Princess of Legend also seemed like someone she'd like to share a drink with.
GOALS: Ofri would like to provide her caravan a new trade center to visit. It would bring them to her rather than her having to find them again. She would also like to see the Princess restored to living a happy life rather than hiding from a genocidal maniac. She wouldn’t brush off seeing the maniac get a fitting end either. He did wreck the economy for a while and killed thousands of elders and children.
VALUES: Life is nothing without enjoyment. Ofri believes you should live happily or not at all. While there may be struggle in one’s life, it shouldn’t rule it. Adventure is out there and should be firmly grasped rather than pushed away.
ANATHEMAS: If Ofri was to see someone mistreating the elderly she would find a way to throw a pebble at them. Or send the sound of a slithering snake into their horse’s ear. Ofri also loathes to see children being forced to work to exhaustion without a chance to play. Children should be dancing and singing, not working themselves to a premature grave.
SIGNATURE: Becca
 
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@Nilum I edited Bakar Again with the following.

  • After we talked I took the suggestion of changing to the Hybrid class rather than going full magic, like I originally wanted and it works far better for who he is.
  • I edited his weapons, adding Pozutamusu in replacement of the spear he originally had.
  • I added a new strength, 'Lizardman of Lizardmen' into the list.
  • I took out the 'gross' weakness and replaced it with a far more severe weakness, 'Claustrophobic' and I also added Pozutamusu as a weakness due to it's past and because of your informative suggestion that the (now sub-ability) spell 'Pheromones' was like the freeholder's slaver mage's magic. This is perfect imo.
  • Edited his goals to add his main goal and put everything else as a secondary, preference goal.
 
@Nilum
  • Esther now has a doggo!
  • Her backstory was slightly amended to accomodate a pupper
  • A new strength and weakness have come in due to the canine companion, Puppy! and Can't Teach an Old Dog New Tricks respectively.
 
Part 1 of 2.

NAME: Barrett Ironforge
RACE: Dwarf
AGE: 33
SEX: Male

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

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

BLOODLINE: Liverian Witch Hunter/War Veteran

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

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

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

----OPTION: MUNDANE----

SKILLS/TALENTS:

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

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

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

STRENGTHS:

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

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

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

WEAKNESSES:

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

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

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

-----BACKEND-----

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

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

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

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

SIGNATURE: I, jrusso20, sacrifice this character as tribute

#1: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

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9365a91b6971ab3e2f59f72dcfa33a90-d9vjd0c.jpg


-----PERSONAL-----


NAME: Bakar Ibaiguren
RACE: Lizardman
AGE: 37
SEX: Monogendered
APPEARANCE: If Nilum loved calling Lizardmen the frankenstein monster than Bakar is the perfect specimen of his kind. Standing 8’6 feet tall and weighing around 352 of mostly muscle, he stands tall and proud with his rough, pointy, green scales. His shoulders and tail shows several scars from where limbs had to be repaired after a long time’s worth of resting and eating. His tail is quite long in comparison to many others of his race, going out around 7 feet long at this point with long, bright red colored spines. On the back of his head are two long red fins that go from the sides of his forehead, down to end at his neck. Several small, dull spikes surround his eyebrows and jaw and between the two ‘fins’ they go down his back and tail.
EQUIPMENT:

  • Weapons: Bakar urilizes Pozutamusu as his main weapon for battle with a simple curved, thick-bladed dagger as his side weapon. Pozutamuse is a magical weapon that has a steel, double pointed tip like in the image and always drools a mucus like liquid that may either be a poison or a cure for one.
  • Armor: For his armor he wears leather armor. Not the leather armor like what you’d see in roleplay games, but rather small plates of leather tied together with small metal studs. Finally On the back of his leather armor are long, tall ‘wings’ with large black feathers upon them. Going up and curving backwards over his head, appearing like Polish hussar armors.
  • Other: A small bag of warmstones, a whetstone, a watterskin, a large bag full of at least a month’s worth of Jerky should he ration properly, a shiny silver amulet with a purple gem on it, 3 gold coins, a pet beetle that likely fell in his simple leather satchel.

BLOODLINE: Tribal Lizardman…

BIOGRAPHY:
Like many stories of lizardmen, there once was a noble-man who was traveling with a small guard through the freeholds for one reason or another. And like many, many people before him he traveled on the wrong road at the wrong time, being overwhelmed by a band of marauders, led by an infamous lizardman that was taking advantage of all the chaos within the world at the moment. As the man’s guards fought valiantly and dutifully against the mixed group, he tried to run, hoping that he’d be able to reach a point of safety. That is not how his story would end as Bakar’s father followed, trapping the man before taking his prize with a loud, bloodcurdling scream. While the two were alone in their ‘intimacy’.he was taken by the lizardman, forced to be Bakar’s mother.

A month later Bakar was born, born out of the blood of his male-mother who died as ‘she’ was in the process of transforming and birth. Bakar and 9 others would grow within their new family, a band of raiders and murderers. A largely diverse group. By the age of 11 he’d start going on raids with the others, being used to hide and poison the towns or villages raided by them or to go through small areas to find hidden treasures for the marauders like the others. When he hit the age of maturity he got his first ‘prize’ and manages to spread his parasites, enjoying every moment as he ruthlessly took his prize. For a couple years that’s how his life was spent, in the countless raids or attacks he’d always try to capture at least one victim that he can breed with, forcing them to be his and lay his next of kin, in which he’d leave his victims to wander until they release his next of kin, not caring for the consequences of his actions. In time he’d receive a nice amulet from his father as a gift, being his ‘mother’s’ as a reminder of the noble his father captured and kept for his amusement.

By the time of 3 years, Bakar and his allies celebrated his 40th prize, one for every raid his group done within the year and some times he'd get two to three prizes at a time if lucky. It was of this celebration that his father granted him the spear, Pozutamusu. He was taught the purpose of it and that it once belonged to a chief of one of the greater lizardmen tribes, given to a friend of theirs as a gift and eventually passed down from marauders to pirates to raiders and more, all solely lizardmen that earned the "Poison kissed whore" for their success to further populating their kind. One of the proudest moments of his life.

Throughout his life he could say that he traveled around the lands of the freeholds, sometimes they’d go out but overall they stayed within the lawless lands, enjoying their life as they had some from the other races trade supplies within the cities. For the first time of his life he saw what a lizardman tribe looked like, amazed by the way they lived and that his own kind lived in such a community, having only ever knew the life of a traveling raider. And as they left he’d keep in mind exactly where the tribe was, wanting to see it again some-time. During this time growing up he'd hear stories of the world, stories he often ignored and paid no mind too as the drunks would slurr their tales as they rested in the camp-fire.

Not even a few months passed as the Marauders decided to be daring, a highly risky operation that would grant them all the highest pay-out yet. With the help of 4 of the other most successful marauders in the land, they would attack a city for the first time, and topple down one of the black council, in which they’d replace with their own stronger leader. With an army of 15,000 they traveled far, only to be met with 2 of the 5 groups of raiders to spontaneously turn, attacking the other 3 groups in an ambush. Feeling overwhelmed and confused by such a battle of great size, In the middle of poisoning someone he was hit on the head from behind by someone of his own tribe and fall into a mud filled ditch. He was out, cold, hidden in the mud his body rolled in. When he finally woke it was all over. His ‘tribe’ was gone, many dead in the grand battle but some bodies were missing like some of his siblings, and many of the other raider groups had major losses as well. A trap for power and there was no signs of a clear winner, only blood covered the ground. He was truly alone for the first time in his life.

So he traveled, making it to Rheinfeld. Alone and confused there he reached lands he never touched before, only to learn that the life outside of the freeholds was far more harsh for his kind. For 5 years eyes of distrust was always set upon him and soon he’d learn that he was a monster of society, detested, hated and treated like an outcast for simply being what he is. When trying to gather supplies he was met with a cold shoulder or to be told to go away, when he tried to ask for help he was simply ignored or had guards called onto him without reason. It didn’t take him long as to why they feared him so much, he was a rapist and breed by taking their lives away, just like what his father did to his mother. He was a monster in a world dominated by them. It was then that he learned that he will never have a place of respect in the cities.

The only good thing to come from this was that again, stories of the lost princess who may or may not be alive were told as he eavesdropped on the humans, elves and dwarfs talking. Each time he could only chuckle, thinking about how funny it'd be if he found her and she told all the other races how cruel or foolish they were with how they treat his kind, simply for how his race breeds. The thought of such a princess telling them that his race can be equally, if not more honorable than them was a pleasing one. That said, he'd believe it to be just a tale, such a princess would be dead by now and there was no hope for such thoughts. Believing that, he'd still pay no mind to it other than a fool's hope for the world to change.

By the age of 24 he was out alone, staying away from the cities and travelling west, as far west and alone, hiding from everything he could. Traveling to survive in hopes to find a new family and a new home. He was lost and confused. Eventually though, he was back into the freeholds and a couple months after, he reached the tribes, asking to be one of them and explaining what happened, that he was alone and had no family, and that he is lost, wishing to be a part of something greater and to live in peace with his own people. They accepted him with open arms, his new family was the forest tribe of the lizardmen. The tribe of Zutibor.

For the rest of his life he’d live with his own people, happily and enjoying his life with them as he found it to be a truly peaceful life. He learned how to truly fight with a spear and knife and how to hunt like they did. He learned how to fight like a true lizardman should and most importantly, he learned the honor his people had and the ways that they held so sacred. He would live on the near-outskirts of the tribe, loving to wander in the forests and gather herbs and poisons in it, learning to brew elixirs and tonics with the shaman, along with how to cure his poisons.

As he lived happily with his people, he’d feel at peace but thinking back to his life in Rheinfeld and how he was treated. Remembering how united the races were and thinking more on the fact that his own people were split apart in their tribes, he’d begin to ask questions about why they never united the tribes. A foolish idea and a clearly dangerous one, yet still he wondered and thought about it. Wondering how a state of lizardmen would be or better yet, how a life with united tribes would be like. He held onto it, loving it as much as he loved the tribe he was a part of. He wanted to live to see the day his people were one, a day where all races no longer looked at them with fear, but rather with honor and pride and a day where the tribes traded not only with themselves, but were important enough to trade with the other cities.

As time passed he decided it was finally time, after hearing from a lizardman marauder, just like he was, trading with his tribe peacefully he learned of a man named Amora Mann. A man looking for a princess of sorts who ruled over large, powerful lands at some point and that there was a possibility that she could be alive and found. A spark of hope was formed and his long old thoughts he set aside as a fool's hope seemed to come back to him again. It was in that moment a plan went through his head and three days after hearing the rumor he decided it was time that he brought great honor to his tribe and people. And with his final goodbyes and getting supplied with the help of his tribe, he’d leave off with the hopes of being a hero of his people and to change a cruel world into one of acceptance, understanding and pride for his kind.

And so he left, both looking for a mate who would accept him and bring honor to him with his/her self-sacrifice so he could bring pride to himself after a long life of cruelty and more importantly, to find the princess with this Amora Mann in a fool’s hope that she would help him and allow his people the freedom to be one and their own state. This time with all the lessons of his past, learning about the world he never truly knew or cared for until now, realizing that it was far more cruel, harsh and broken than anything he ever knew.


-----OPTION: Hybrid----
MAGIC CONCEPT:
Pozutamusu ~ "Poison kissed whore" is her name, an enchanted spear that was passed down from lizardman to lizardman after they claimed 15 people and made them theirs till death or abandonment. A simple looking spear with a green steel double pointed tip. It drools a liquid, mucus like substance that may poison or cure a poison whenever he wants. When commanded, it may release a toxic cloud or spray out it's poison, though either way it's effects vary depending on what he wishes it to do..

SPELL EXAMPLES:

  1. Just the Tip: The double tips of the spear is constantly covered in a smiley substance and even drips. This slime hods a variety of abilities that, when stabbing someone or rubbed onto the wound, may either poison it's victim or cure them from a poison.
    • His Special Touch: This is half of the ability, the blade is poisoned and whenever it cuts someone it fills their bloodstream with it's poisonous venom that may slow them down till they become paralyzed after a certain set of time, Make them feel very sleepy and pass out, leave a burning rash on them that'd grow more and more, make them confused, dizzy or hallucinate and finally, simply attack their blood and organs until they die painfully.
    • The Curing Lick: Bakar's spear's tips' slime is capable in also creating a cure to poison that can either be rubbed on the injured area where the poison entered or be mixed with his saliva or water to be swallowed and ingested in order to cure a poison.
  2. Lover's Smell: The tip of the spear releases a toxic gas that, when it is breathed in can cause internal damage to a target's lungs, numbs their muscles and make their bod feel heavy so the target is ‘slowed’ in a sense or force them into a temporary coma, knocking them out for a long enough time to make an escape. This gas comes out from the spear's tip and shoots out into the direction that he wants within the distance of 30 feet. Most of the time these gasses are colored and visible.
    • Pheromones: A variant of "Toxic Cloud", he can have his spear release a sweet smelling, near translucent pink toxic gas from the tip that, when those around it inhale the toxic fumes, their mind is affected slowly to force them to be more agreeable, less cautious and more willing to do and follow what Bakar or his allies say due to it's hypnotic effects and hallucination ways, making them feel like they want to do such. The more gas they inhale, the more agreeable they become. Though when they stop smelling the pheromones, within the span of 10 minutes they'll be back to normal, remembering everything clearly and will be very, very disgusted or mad from it. As such often holds a very, very heavy consequences that may result in a hunt for vengeance, banishment from towns or villages and even further create major distrust with most people.
  3. A Thorough Painting: When pointed towards an enemy within the distance of 35 feet, his spear sprays out or shoots a load of the smiley poisoned liquid, covering his enemies in the poisoned substance that takes effect via skin-contact. Normally irritating their eyes, creating a burning rash on their skin or blisters on their skin, make them itch intensely or coat his friend's weapons with a variety of poisonous effects to use on their enemies before a fight.

STRENGTHS:
  • Pozutamusu: (See above)
  • Hunter-Survivalist: Bakar learned from his time as a Mercenary and as a Tribe’s man how to find and hunt for food, how to find water, now to navigate and how to create temporary shelters in the wilderness of various types of terrain. He is an expert only in Forest and swamps however and moderately proficient in surviving other terrain types.
  • Lizardman Martial arts: Bakar was taught how to properly wield and use a spear for combat and how to utilize terrain for and advantage in guerrilla tactics. He is mainly taught to hide and ambush his enemies whenever possible, utilizing his large size, long tail and body to overwhelm his enemies before they could fight, grappling them or tackling them as he goes for their throat while trying to take as minimal amount of damage as possible. Of course he can hold his own to a reasonable level for a while until help arrives.
  • Lizard of the Wilds: Bakar spent a bit of his time practicing his magic through hunting or wandering the wilderness around his tribes, keeping himself in the peak of physical fitness in the process by constantly running, carrying heavy game that he caught and more. Thus making him a very big and fast lizard.
  • Herbs & Apothecary: He has an interest in learning how to identify certain plants that can help or harm the body and turning those plants into cures, tonics, teas and the like, wanting to help more and learn ways to better help others. What he doesn’t know he’ll happily test to learn more.
  • Lizardman of Lizardmen: He knows how to talk and treat his people, often finding allies with his own race rather than others, able to find refuge or receive some form of hospitality or help from the tribes of his own people within the free holds. This of course comes at the cost of being able to get along well with the other races.

WEAKNESSES:

  • Wielding Pozutamusu: People of other races and some in his own tend to hold a disgusted view of the spear if they recognize it, often hating how it's abilities can be used just like the slavers of the freeholds an it's past within the hands of raiders, pirates and more add to the hate for the spear.
  • Shy and Silent: When dealing with other races, he learned to keep his head down, staying silent and keeping himself at a distance. He’d give short responses but nothing more, almost completely distant in this regard and will try his best to stay all but completely hidden from those he’s supposed to be allied with, work for or accompany. Afraid of the worst after living it before. In major cities or large towns he’d even feel a bit of anxiety. (Other Lizardmen in the other-hand calms him down a bit.)
  • Claustrophobic: As the name suggests, he is deathly afraid of confined spaces, being uncomfortable in them and sometimes may even panic. This doesn't hold too big of an effect in the forests or wilds so much as major cities though. Tall, narrow alleys or small rooms with not much availability to move or passageways that are small all are what he often panics about most for one reason or another.
  • Curious: He is still learning much about the world and while that may not seem like a bad thing, it can cause him to take major lapses in judgement or common sense which tends to get him into serious trouble unintentionally, especially since he never once lived within the civilized world and only ever knew of his tribes and being a mercenary during his upbringing.
  • Passive: Despite his magic, he would rather not want to kill people and instead would prefer to use non-lethal or even possibly diplomatic methods in order to solve situations. This is another weakness because it makes him hesitate when he shouldn’t or let major threats go to lick their wounds and come back another day. (That said, he CAN kill when absolutely needed.)


-----BACKEND-----
MOTIVATION:
There are two reasons why Bakar wished to join this journey. The first is to be a hero to his people, bringing honor to their name for all to see. The second is that with the Princess returned to her rightful throne, she’ll help protect his people and allow him to unite the lizardman tribes.

GOALS: His main goal is to be a hero of his people and change the view of his people to be more positive in the world while uniting the tribes so that they may be taken more seriously as well. His secondary and more personal goals though is to simply learn more about the world and find a mate (Or mates) that’d accept him and allow him to breed with. Maybe make friends and allies with people outside of his tribe.

VALUES: He values the ability to fend for the self and the ability to survive alone, being a survivalist himself. He does hold up to a relatively loose code of honor and looks up to those who uphold stricter codes. He values learning and finds it good to be curious and ask about everything possible in the world he only just began to discover. He values a foolish idea of bettering his people and them becoming a united people, working with the other countries rather than being alone and growing as a proud, honorable and praised people rather than fearsome rape-monsters. He values silence and appreciates long quiet moments where he can gather up his thoughts or focus on interests that he have. Finally he values friendship and acceptance the most.

ANATHEMAS: He finds large cities to by crowded, confusing, and very tight and hard to move in, sometimes to the point of getting serious anxiety and panic attacks. He dislikes loud noises, finding it distracting and despises closed, close spaces. His past experiences with other races lead him not being too trusting with them and would often distance himself to stay out of their ways. He doesn’t fully understand the desire for material things, finding such frivolous spending on things without worth to be annoying as he prefer the more simplistic lifestyle.

SIGNATURE: Drakel

this-is-fine.gif


I finally edited the type "Armon" to "Amora."

Good! :p

bfcde152f4c1f9eb45a10a518138e15f.jpg

Credit: Pheobe Campbell
NAME: Sabine Conte
RACE: Human
AGE: 26
SEX: Female
APPEARANCE: Sabine stands approximately 5'1" in height and weighs in at roughly 140 lbs, having a stocky frame. Her skin is a dusky bronze, smattered with blotchy freckles and patterned with scars. She has thick, dark chestnut hair that is unruly and barely kept. Her hazel eyes are frequently set in a stern gaze. Her clothing is rather invariable in being practical, sturdy dark earth-tones.

EQUIPMENT:
Weaponry: An unornamented, utilitarian backsword with the back end edged at the top, a balanced hatchet for her off-hand or necessary survival needs, a curved skinning knife
Armor: A thick leather jacket with panels of chainmail along the shoulders, thick leather gloves, and sturdy traveling boots
Miscellaneous: Basic traveling gear for personal care, upkeep and survival, a well-worn deck of cards with bawdy women depicted on the back, a set of bone dice, an heirloom silver locket passed down from her grandmother that no longer opens​

BLOODLINE: Arcana, Liverian-Renaltan descendant, commoner class

BIOGRAPHY:
"There was a time, sweet child, where men were beasts. Before kings... Before magic... Before God...
But, that changed, as all things do, when brave men win it at the tip of a blade."

Sebastian Mercier, 112-149 AC

Sabine was born near a small farming village, at least, that was what the area dubbed the loose amalgamation of farming homes that were centered around a few loose traders near the border with Renalta. The wake of the fall was still fresh in the minds of men and the world changed in fear. Young and naive of the world, she knew little of the consequences to come as the witch hunters and their inqusitions were borne of Liveria. She scarcely understood as the war began that divided kith and kin of the region. She did not know how she was a part of the war, even so young.

Magic ran strong along her mother's side, though scarcely used, to where her father, Edgar was ignorant. Her mother, Sophie, fearful of the events that befell Renalta and the surmounting consequences of magic in their fledgling kingdom, Liveria, cast away her powers willingly, only to be horrified to recognize the gift in her middle-borne (between brothers Evan and Eric). It was a secret that she tried to keep silent, even as the untrained girl struggled with it.

Fearful of what might happen should Sabine's powers grow unstable and cause harm, or worse, capture the attention of the Witch Hunters, her mother reached out to her Renaltan brother, Sebastian. In spite of the war, Sebastian trained the girl in secret upon farm and tried to shield them from the worst of the chaos and confusion.

It was a skirmish within the last 18 months of the war. Sabine, grown competent in her talent had also grown bold and careless in her years. It attracted the attention of a battered, broken and angry Liverian sortie returning home from a failed siege on Renalta. Stopping at their farm to replenish necessities and rest, Sabine was caught practicing her magic during her chores.

A soldier made to grab her and Sebastian came at the sound of her screaming. It was a blur of activity, but what Sabine remembers is her mother screaming, and looking back from atop their family mule to the sight of her uncle hitting the dirt unmoving.

She crossed beyond into Renalta. She road until she was sure she was safe... With a time to think, her next move came in the form of selling the mule and traveling to live with relatives. Her grandfather recieved her well enough and allowed her to stay with provisions. She was made to learn basic rithmatics and how to read and write and continue her magical studies so her uncle had not died in vain.

It was a busy life with chores and errands to earn her keep alongside her education, but it suited her well until she turned into an adult. The sympathy wore thin and she was pushed to endeavor a way to provide for herself. Learning a trade, labouring or marrying were the immediately offered options, which she promptly refused.

In the wake of conflict, though, the necessity of hired muscle was not-unheard of. Sabine opted to depart and took the time to travel, working as a sellsword for those who needed. Though odd-jobs between contracts were not unwelcome to ensure her coinpurse stayed comfortably fat.

Hybrid
MAGIC CONCEPT
: Sword Artes (Breaker), utilized through bladed weapons.

SPELL LIST
:
  • Armorbreak - The channeling of magical energies to weaken, pierce, or destroy physical defenses.​
  • Spellbreak - The channeling of magical energies to reduce, destroy, or redirect magic energies with.​
  • Limitbreak - The channeling of magical energies to surpass the body's normal physical capabilities, increasing agility, strength or endurance temporarily (extremely exhausting, increased hazard of injury to Sabine).​
STRENGTHS:
  • Fit of body and mind, physically capable and well-used to frequent strenuous activity of both sparring and long travel, and mentally sound and capable, though not being the brightest.
  • Everyman, can do most tasks with relative capability with a rudimentary understanding or explanation, allowing her to succeed, though often with rough results, being no master.
  • Adaptive, being able to quickly adjust to situations and alter her fighting capability or style at a whim
  • Congenial, why she can be brutally honest and fails to suffer fools, she is relatively tolerant and pleasant
WEAKNESSES:
  • 'Fun' sized, while a capable fighter and able to attack from an unusual angle that can shock some enemies, in a fair-fight, her height leads to opponents easily overwhelming her in raw strength and she must depend on agile attacks
  • Concise, she can be overly choice with her words at times, preferring to keep quiet and observe except when she deems necessary, which leads to poor cooperation, cohesion and communication and failure to share sometimes important details
  • Fear of water, cannot swim and becomes uneasy on bridges, boats and the like
  • Mana burn, can quickly tire and wear out with magical use
MOTIVATION: Improved relations between Liveria and Renalta, either through reunification for the stability of both kingdoms or mutual respect and support.

GOALS:
  • Stability, certainty that from one day to the next, things will not drasticly change and up-end your life
  • Family, to rebuild her family, either through reuniting the estranged members or creating a new one.
  • A Comfortable Life, to be able to live a comfortable lifestyle with meaningful relationships, work, and activity without great difficulty
VALUES:
  • Reliability and consistency in all things
  • Honesty with utilization of discretion
  • Compassion hammered with candidacy
  • Austerity and efficiency in all things serious and important
ANATHEMAS:
  • Unpredictability, those who are inconsistent, hard to account for and cannot be relied on in planning or following through
  • 'White lies' or lying to guard others' emotions
  • Mollycoddling the incapable and inept or suffering fools
  • Overly frivolous, farcical and irreverent behavior, especially at inappropriate times.
  • Boats, she gets seasick
SIGNATURE: Blackstone

Yeah, this works fine. I mulled it heavily with you over voice chat on that spell list, but I'll let it pass. :p
 
Part 2 of 2.

NAME: Brynhilde Ironforge
RACE: Dwarf
AGE: 34
SEX: Female
APPEARANCE:
tarin_portrait_by_rachellefryatt-d5w2fue.jpg
  • Height: 3ft 4in.
  • Weight: 167 lbs.
EQUIPMENT: Fur pelts and metal rings adorn her small makeshift armour, which itself is worn over the years. Patchy from years of her rework, it still seems sturdy and well-kept.
  • Gunnbjorn. A hammer usually strapped on the side of her pack, she occasionally can be seen wielding this in combat. Worn from usage over the years, she is looking to repair these soon. Given to her by Damus the hermit, she holds it close.
  • Small chainlink. A small piece of interlocking chains from a necklace lays against her chest. In memory of her closest friend, the hermit.
  • Doll- Her mother made that for her when she was only 5 years young. It was the best gift she had ever received and one of the few. This little trinket is the only item that seemed to give a moment of reminiscent joy from the memories of her family.
BLOODLINE: Liverian peasant, twin sister of Barrett Ironforge

BIOGRAPHY: Born in a peasant family along with her brother, she was a child when her magic was found out by their parents. Unsure of what to do with her as she was the only child in the family to show such abilities. She was sent away to a family friend, who lived in a small shack in the mountains. A hermit named Damus, she was told. This was shortly after her brother left for the war, only catching here and there visits from him and their parents, loosening the bonds that once were strong between Brynhild and her family.

Unlike Barrett's patriotism that seemed to leak through the letters he sent, she grew to dislike her homeland with how isolated they seemed from the rest of the world. Her dislike softened over the years as she spent time away from Liveria, she learned a bit late the irony in her view. After being sent away, isolation became her only friend. Began speaking to animals, believing she could understand what they were saying to her. She lived this way for many years, developing next to nothing worth of social skills. Very few coming to know her from her passive behavior. Rarely ever stepping out of her way to make connections with others.

At 25, she returned home to find her parents welcoming her back and a lack of Barrett around the area. It didn't surprise her too much as their visits and letters had dropped off some years ago. Her visit was short and sweet, the last one she'd ever pay to her parents. Her brother still an unknown beyond his joining of the Witch Hunters.

So she traveled resting from inn to inn when she could afford it, taking camp outside when she had too. She starved, she thirsted, she grew weary. Yet, she was beginning to see how much of the world she was missing despite only scratching the surface of what she had yet to see. This sparked something inside that made her continue despite her pains and smothering loneliness of her past.

----OPTION: HYBRID----
MAGIC CONCEPT: Enhancement. Using herself as a focus, Brynhilde's magic seems to only work for herself. It has never seemed to go beyond her own body.
SPELL EXAMPLES: (List at least three examples of the types of effects you could produce.)
  • Strength of 100. Her strength increases to double(or triple if she pushes) her original abilities.
  • Quickened Healing. Her recovery time increases, wounds taking from minutes to hours depending on the severity. This does put her at a disadvantage as her focus is spilled into this, leaving her at unawares about her surroundings.
  • Enhanced Senses. Focusing on no more than three basic senses at a time, she can heighten these to her peak. As such, her eyes take on more of a feline quality; her vision significantly improving at night if this particular sense is enhanced.
STRENGTHS:
  • Combat- Having being sent away to the mountains called for some skills in combat to hold her own against threatening creatures that invaded her temporary territory. Through those encounters and her own romanticized view of a warrior, she gathered a sloppy yet effective form of fighting.
  • Organizational skills- She is very, very uptight when it comes to her surroundings. Given she is smart enough to know that the outside will never be tidy, she still likes to see some order and decency around her.
  • Cleaning- Herself, her items, everyone, and everything around her must be clean. If she even has an inkling someone could be dirty, she will avoid them at all costs until she is sure they are clean. If someone touches her without her permission, things can go downhill fast depending on the contact.
  • Hunting- Many years in a remote location, she learned to be a predator. Taking down large enough to fill stomachs for a few days was something she became very good at.
WEAKNESSES:
  • Social Interactions-This is something she can not do well. Having been separated from society for several years taught her absolutely nothing on how to interact with people. A major reason of her silent atmosphere.
  • Anger- Her temper can flash out in moments though never for unjustifiable reasons. Things can be worked out first before irrational emotion tossed everywhere...like a woman.
  • Oddity- She may be slightly loopy. She talks to animals on a daily basis, seeming to others that she is holding a conversation with the creature of the day. She remains silent and although she is observing people, she can be caught simply staring at someone.
  • Idiot-She is dumb as hell.
  • Fears-She is fearful and cautious around birds, no matter the size.
MOTIVATION: To learn of what laid beyond the small patch of mountains she lived in for most her life, what the rest of the world looked like.
GOALS: Better knowledge of the world. Maybe learn to communicate with people, it would be wrong of her to not admit the life she has lived isn't a lonely one.
VALUES: She values knowledge and cleanliness. She can get very anal about her surroundings being untidy in the slightest.
ANATHEMAS: When someone disrupts her personal space or touch her without her permission. It's very hard to know the previous location of a person's hand.

SIGNATURE: Nemo made this thing.

#1 (Error): Magic concept too broad, please narrow. (Talked to you about this on Discord, no detail needed.)

#2 (Suggestion): Be careful around the weakness of social ineptitude. It can cut off a lot of interactions.

Final Recommendation: Work on the magic concept. It's too broad to function the way it is. :p

MAGIC
NAME: Ofri Windweaver
RACE: Human
AGE: 26
SEX: Female
APPEARANCE:
86ca9aea9e37b4222650ae925ff5bddc.jpg
Ofri is a smaller lady. She stands a hair over five foot and will proudly call herself five foot and an inch in an attempt to get an ounce more of respect. Given that she is perhaps a hundred pounds on a good day she can slip by most unnoticed. She might be nicer to look at than some, but otherwise she’ll slip off to do her own thing.
The silver around the neck of her dress is removable… and not quite silver. It is instead made of slivers of tin given an extra shine and a pleasing jingling when she dances. A truly silver corset tucks her waist in while providing some protection to her abdomen however. The back of the corset is cinched together by the same colored ribbon as the rest of her dress. The charms which fall from Ofri’s corset are of the same fake material as that around her neck. She has silver charms on a silver chain that drops below the neckline of her dress and wraps around her body.
EQUIPMENT: Ofri deals mostly in smiles and promises, but she does carry a few other useful things on her. She has a knife strapped to upper thigh, but won’t use it unless she has a reason to reach for it. In her corset is hidden a few darts and needles she likes to play with.
BLOODLINE: Gypsies
BIOGRAPHY: Ofri was born to a group of humans who spent their lives following the roving bands of elves. The cataclysm hadn’t brought their family into immortality, but friends of the family had been blessed. While they didn’t have the longevity of their companions magic did enter the bloodline. Ofri displayed the same ability to create wind from still air as her mother and grandmother. She learned the songs and dances of her family as well the magical traditions. A touch of wind to spin a little faster, a gust to carry her voice further. A breeze to adjust an arrow and a puff of air to hide her steps.
Once she met maturity she left the caravan to carve out her own life. The intention was to meet her husband on her individual adventure and bring him home to the caravan, but she has yet to meet the man she could proudly show her parents. Instead she has survived mostly on her own for the past six years. She has played her way through many inns; dancing and singing her way to enough coin to feed and house her for the night. Of course, given her gypsy background, Ofri is quite skilled at roughing it the nights she hasn’t quite earned the money for a proper bed and roof.
Eventually Ofri settled in a Renaltan village at a crossroads of trade routes about two years ago. She started as a serving wench and worked her way up to the primary cook and barkeep. The owner of the inn, Grey Gary, was a widower and happy to keep Ofri around to keep a younger crowd at the bar and the coin flowing. Recently a strange man named Amora came in looking for a local hero that had tried to be a bit too heroic and caught himself an arrow through the neck. Ofri had spent enough time in this village to know there wasn’t much left for her, so she implored Amora to allow her to take the hero’s place. She wasn’t as handy with a sword, shield, bow, crossbow, or dagger as the deceased man, but she had other talents she could lend the group.
-----OPTION: MAGIC----
MAGIC CONCEPT: Windweaving
SPELL EXAMPLES:
  • Shoo: Ofri can produce a gust of air strong enough to alter the course of arrows, bolts, and spears. Of course moving the third item would be far more difficult, but she would also have more time to move it due to its size. This gust can also be helpful in pushing sand into an assailant’s eyes or whipping up enough dust or leaves to provide an escape.
  • Walking on Air: So long as Ofri isn’t trudging through mud or snapping branches in her wake, she can remove evidence of her trail. She can use puffs of air to erase her footsteps and use a natural breeze to move the foliage she would otherwise damage.
  • Whispers on the Wind: Using her magic Ofri can make her voice travel farther than usual. She can send a phrase on a small stream of air straight into someone’s ear. It is great not only for sending messages to friends, but also for confusing enemies. If she has time to concentrate, she can send multiple streams at once.
  • Bowless: While Ofri doesn’t have the strength to pull back a longbow or knock a crossbow, she can still send their missiles well along their way. Normally she would use this skill to bring silverware, pints to a table out of reach, or darts to a dartboard without leaving her post, but she could adapt this skill to throwing arrows, bolts, or daggers towards a target. Assuming she has any of them, which she probably doesn’t, but she does carry a few darts and needles that could put someone's eye out.
STRENGTHS:
  • A Cute Face: Honestly, Ofri is attractive enough to spin it to her advantage. She knows how to bat her eyes to a larger tip and how to sidle up against the bar to distract a wobbling drunk. Ofri knows how to catch someone’s gaze and keep it on her.
  • A Pretty Voice: Ofri spent her entire childhood learning how to sing and dance. She can carry a tune without much thought and pick up on most songs well before the rest of the population. She can also replicate the song almost perfectly after hearing it two or three times.
  • Fleet Feet: The jigs and reels of her people have left Ofri able to step and spin quickly enough to avoid getting grabbed by a drunkard and decked in a bar fight. Of course she isn’t perfect, and has had a few bloodied noses (as she’s elbow height) and bonked brows to show for it. She has gotten better, though.
  • Card Shark: Ofri has spent too long in an inn to not know her way around a deck of cards. She can do this with enough subtlety to avoid detection… unless there’s a bigger shark in the pool.
WEAKNESSES:
  • A Pretty Face: Ofri was sent into the world to find a husband and bring him home. While she has largely given up on this, valuing her independence too much, she could and would get distracted by an especially charming face.
  • Silk over Swords: This young woman has roughed it a few nights of her life, and lived in a group of travelling merchants for most of her life, but hasn’t had to really face combat before. She wouldn’t know where to put herself aside from as far away as possible.
  • Caravan: Ofri hasn’t seen the group in almost a decade, but they still hold a large part of her heart. If someone knew which caravan to threaten Ofri may fold quickly.
  • Grey Gary: The old bastard is the closest thing she has to friend and family right now. She doesn’t know where her caravan is and would do a lot for the man. He would be an excellent pressure point if someone knew where to look.
  • Upper Body Strength: Sure Ofri can sling a few pints and dance till dawn, but she can’t do much with her arms otherwise. She can’t swing a sword or pull herself up a tree. Maybe she could climb a tree if there were wolves trying to eat her? But she would definitely be stuck and have to fall down rather than climb down.
-----BACKEND-----
MOTIVATION: Adventure is out there! There was an adventure passed her way without a hero to sign up. She may not be much of a hero yet, but she could be. She knows how the songs go, and recognizes that she may not make it in the end, but she may as well try. If she finds a husband along the way, great. If she doesn’t, fine. Not all women from her band come back to the caravan; there may as well be a song to sing about her if she doesn’t. Plus, she also wants some revenge for all the poor bastards that died before there could be a song written about them.
GOALS: Ofri would like to provide her caravan a new trade center to visit. It would bring them to her rather than her having to find them again. She would also like to see the Princess restored to living a happy life rather than hiding from a genocidal maniac. She wouldn’t brush off seeing the maniac get a fitting end either. He did wreck the economy for a while and killed thousands of elders and children.
VALUES: Life is nothing without enjoyment. Ofri believes you should live happily or not at all. While there may be struggle in one’s life, it shouldn’t rule it. Adventure is out there and should be firmly grasped rather than pushed away.
ANATHEMAS: If Ofri was to see someone mistreating the elderly she would find a way to throw a pebble at them. Or send the sound of a slithering snake into their horse’s ear. Ofri also loathes to see children being forced to work to exhaustion without a chance to play. Children should be dancing and singing, not working themselves to a premature grave.
SIGNATURE: Becca

#1 (Suggestion): Paragraph spacing!!

#2 (Error): ... What's a Gypsy? :p

#3 (Error): Amora would have never searched for heroes, he had them come to him by calling out for prospective adventurers.

#4 (Suggestion): Your motivation doesn't seem to care for the Princess in particular. Wouldn't hurt to mention why the Princess specifically interests her.

Final Recommendation: This sheet's core ideas are fine, but the details need some refining.

-----PERSONAL-----

NAME:
Rosvita
RACE: Human
AGE: 26
SEX: Female

APPEARANCE:
Often mistaken for a man at first glance - both in demeanour and appearance - Rosvita stands at solid 5ft10 with dark, close-cut hair. There is nothing soft about her; not the angles of her face nor the glaze of her green eyes, but that doesn’t make her entirely uncomely. Lean and reasonably mean, weighing in at around 210lbs, Rosvita’s strength is mostly carried in her upper-body, giving her a broad frame. Though her feminine side would not be hard to get in touch with, it has never been something that she was interested in aside from the occasional black or brown kohl around the eyes; though that’s more war paint. Weather and war worn would be the best way to describe her. Quite literally when it comes to the marks across her jaw that are constant due to the amount of both fletching and scratches that make contact each day.

EQUIPMENT:
An inherited bow is never far from her side, it’s her one and only true companion. It came to her recently with the death of her elder brother. They’d named it Hellpfeil. Which means one thing in their language (Brightarrow) but quite the opposite in another… She also carries a pair of throwing knives. Mostly, Rosvita will be seen wearing more supple leather protection, though she dons basic yet expertly kept armour when called to the front line.

BLOODLINE:
Rosvita was born into a family of wealthy tradesmen of magical heritage. Although there are no living natural mages currently, their prowess at both helping create and wielding magic-enhanced weaponry is rumoured to be a result of this.


BIOGRAPHY:

When birthed into a war-torn world, a special sort of ignorance is also born. That of knowing no better. Of believing that fresh meat, a good story, and three days without a friend dying is the epitome of life as we live it. A bliss so far removed, it hurts to imagine. But when meat spoils easily, and death in the most predictable occurrence in Rheinfeld, the stories are what people really live for. Stories of a time before the Archangel and The Forsaken, and dreams of a world without them once more. Both are intangible. Pure fantasy to the new generation. But at least it gave people something to fantasise about, a distraction, if it were - and for a few more optimistic visionaries: hope.

His name was Ber, the spreader of such hope. He planted his seeds well and he kept them healthy for as long as he could. An old man, it was all he could offer to his crippled city. The youngsters worshipped him. As children began to be left to practically raise themselves amidst the demand for soldiers, Ber was the strangest of nannies but a bard like no other. He fought with his tales and his music and his laughter, and gifted the youngsters with something invaluable. Something good, something wholesome: a childhood, no matter how disillusioned.

Rosvita was never a frequent attender to his circles but her time with Ber was still the most precious, although her later sanity would not entirely depend on it like some, who would eventually turn to alcoholism and other means of escape. She was lucky, her family protected in the beginning as they continued to develop new weapons for the waging war. They were mostly outsiders with close connections to the Mage Collective. Valued members of society, though always somehow kept closely tethered by their highers. Whether because of the threat they could pose, their strange way of viewing magic or the fact that they were just plain odd and tended to wear peculiar spectacles as they invented, they were always unsure. The family were reclusive, educated and religious. Wholly, they are known for being good and kind people; at least on the surface. But even their safety could not be guaranteed as they were soon dragged into the war one by one. Now, their numbers are dwindling and the workshops are desolate. Abandoned aside from an old man wearing those signature spectacles that was once Rosvita’s grandfather, now a vessel that paces and mutters, slowly going insane.

Rosvita was always less eccentric when compared to her family. It was said that she had a simpler mind. More akin to a warrior than an inventor, and so her turn towards combat training was supported. Marksmanship was soon found to be where her true talent lay. Words like Ber’s resonated with the hero inside and she joined the military when she was sixteen. In four years’ time she was operating as a captain, though such titles meant little in an army drowning in desperation. Entering the war with more training than most was what gave her the head start and the avoided instant slaughter. War is her life. It always has been, and for a long time, it’s all that she expected it to be. For ten years, there has never been such a thing as off-duty to Rosvita, whether it be planning, training or fighting. That special sort of ignorance previously mentioned protected her for a long while, but there’s only so much heartbreak one can take. There was no such thing as home, and with friends and family lay slain, it took only one more devastation for that ignorance to be brought into question.

Yet again, it was Ber. But this time, the loss of him. The attack was targeted, and took place during the night. There was no sign of much struggle and no one was entirely sure of who conducted the murder, though of course all eyes were on their most immediate enemy. This could have been ignition for many, but the death of such a revered member of an already-broken community had the opposite effect. Their hope truly was gone, dead.

Or dashed, for now, but not necessarily for those visionaries that he helped create. The tales of Ber’s last story continued to live on. A story that had been told a thousand times, except with a twist. A princess who survived.

Perhaps there was a way for hope to live on, too.


-----OPTION: HYBRID----
MAGIC CONCEPT:
All magical effects produced by Rosvita manifest through Hellpfeil, her bow. It is the only remaining magic-enhanced weapon that still belongs to the family and has been constantly developed and recalibrated throughout the years. However, it was never originally theirs as the artefact used to power it was actually stolen. The fact has always been a huge family secret, so much so that the new generation has no idea what is really concealed in the limb. With this being said, Rosvita has always felt that the bow has its own personality. One that she did not like when she was younger, but that she now feels she understands but not entirely trusts. Most would wave off the idea that Hellpfeil is sentient in any way, but the family has a different take. With their skill and insight, and overall gift – they believe that all magical artefacts inherit some of their creator(s).

It is the bow itself which gifts the arrows. Originally calibrated with the help of a mage of light, Hellpfeil’s abilities represent this, though some other shadier additions were made which Rosvita believes adds to the odd temperament of the bow.

SPELL EXAMPLES:
Brightarrow: Hellpfeil’s original feature: Released arrow contains light energy that is freed when target is hit, creating a burst of energy and light known to knock men flying within fifteen yards.
Simple Enhance: Released arrow flies faster and stronger, often ripping through targets.
Lack of Lucidity: Released arrow will create a haze capable of confusing up to 50 people, causing disarray within the cloud of translucent white.
Distractor: Released arrow will create a diversion, decided on by the bow herself though usually a mixture of both noise, light and white smoke.
Nightfall: Released arrow into the sky will cast darkness and cold upon the immediate area for up to 30 minutes.

STRENGTHS:
To Be Brave: Rosvita is an innately bold person, willing to put others before herself and always offering to take the lead. She will take anything in her stride, whether that be a burning building or a flurry of arrows heading her way.
Sureshot: Her marksmanship skills are arguably her biggest strength, though her ability to hit her mark is increased when assisted by Hellpfeil. Without her bow, her skills are still impressive, though hitting her target only perhaps 75% of the time.
Wakeful Endurance: Rosvita is used to taking her rest wherever she can find it, and can stay awake for almost inhuman amounts of time. This also expands to her being able to stay active and concentrated in a similar way.
God is Good: Her faith and belief in the existence of true goodness keeps her motivated.

WEAKNESSES:
A Case of the Shakes: Over the past few years Rosvita has developed a case of shaking hands. It tends only to affect her during what little downtime she has, though it is her biggest fear that it shall start manifesting during battle.
No Nonsense: Unsurprisingly, such an environment as Rheinfeld failed to instil any light-heartedness in Rosvita. She has little to no understanding of basic humour, let alone sarcasm, and any joke she has attempted to make has fallen flat. On a more general note; her social skills beyond giving and receiving orders are minimal.
A Special sort of Ignorance: Rosvita is untravelled and unexperienced in anything other than her nightmare world. There is only so much one can learn through tutors and books.

-----BACKEND-----
MOTIVATION:
She wishes to be the hope for other people, and to hope for those incapable of doing so.
GOALS: As well as a want to bring this tale of ‘peace’ to her homeland, she also wishes to find the bigger picture of the world, as she has been blind to it for so long.
VALUES: Rosvita still holds strong to the fact that God is good and will protect his integrity fiercely, making her loyalty one of her most unwavering values. This links closely to her sometimes too-blunt honesty. She also has a strange fascination with the concept of innocence and peace and harmony, and so in a sense, she holds the values that her people wish to be real.
ANATHEMAS: There are a number of things that both irritate and confuse Rosvita. The most prevalent being: inconsistency, lack of discipline and secrets.

SIGNATURE: Lialore

#1: :emoji_ballot_box_with_check:

#2: :emoji_ballot_box_with_check:

#3: :emoji_ballot_box_with_check:

tenor.gif


Bear Familiar: There is a bear that has been surrounded by Aeri’s magic since her childhood. It would seem Aeri’s longevity had bled into the bear's being and afforded it the same supposedly eternal youth as she. His eyes are unnaturally blue rather than the typical brown. Todd is also larger than most foxes. He has grown to be bigger than he ought to (about 50% bigger for those who can count higher than Aeri). Aeri and Todd have forged a mental bond that allows them to communicate when they aren't able to see each other. This allows her familiar, Todd, to act as an invaluable scout. He’s also pretty good company.

Is Todd a Bear, or a Fox? :p
 
So, I decided that if Christmas music can come early, so can my approval list.

THESE CHARACTERS ARE APPROVED FOR LEGEND OF RENALTA'S BEGINNING
THESE CHARACTERS WERE LEFT BEHIND
 
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