The Riders of the Storm

I'd rather approval on my character

As I stated at the start of the process I'm waiting to see if I get more than 5 applications before I make final approvals. Just to be clear though, I'm not approving (or rejecting) any concepts prior to the cut-off date until I review everything I have at that point.
 
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Just a small note about races. If you have a concept that you would really like to try out that isn't in my list of approved races then by all means go for it - I'm happy to review my list on a case-by-case basis.
 
Name: Altair
Race:
Human
Class/Occupation: Kind of a warrior, few powers. Usually tries to protect in need, if that counts xD
Gender: Male
Age:
around 20

Appearance: Without the armor, he has gray skin and is bald. Blue eyes. Usually only wears jeans, he is in the armor so often. Armor is gold. The helmet has a line through it for eyes, and his eyes seem to glow blue. His armor is using plates, each hooked up to each other. He has a red cape, and his armor glows (yay.) He has a red sword which forms in his hand and can grow 30 or more times its size.
Personality: He is often confused, but is clever when it comes to it. He is kind, but when needed, can be very defensive. He feels very.... vulnerable without his armor, but a little brave.
Backstory: Tell me how you came to Shou Lung, and what your life has been like since you arrived.
Strengths/Weaknesses: Weaknesses: No armor, no sword (duh) and can't fight if currently sad. Like, at all. Strengths: He doesn't give up easily at all! His sword, and friends.
Aspirational Powers/Abilities: He can locate enemies if he has enough information, along with fighting. He can pick locks quickly but doesn't usually like to. He is quite athletic, too. And that's about it!
 
Oops, backstory! He was currently packed up, looking for a new place to live after a huge mess in a large city. After finding this new place, he settled in. Compared to where he was, Shou lung was completely different. He enjoyed it, a lot quieter than the other city. But he doesn't expect another mess. Hopefully.
 
Still plenty of time to apply :p.

Re: powers, don't worry too much about them being set in stone at this point. They should me more ideas as to how you want your character to develop over the course of the game in terms of abilities. If you're not certain yet that is fine, we can work together if you are then chosen to identify and refine them if need be. I'm not using them as selection criteria.
 
yay! :3 I hope I make it in, this looks like a ton of fun.
Who's your character? I wanna do a 1-1 rp wit you so we can learn each other abilities..
 
I'll be playing a number of characters throughout the game, but I'll primarily control two on a semi-permanent basis with the group. I shall post a character thread over the course of the next few days with details of them.
 
I would, but I don't really want to take on anymore than what I am at the moment, sorry.
 
Name: Kavya of the Dulkazar
Race: Dwarf
Class/Occupation: Cleric
Gender: Female
Age: 25 (Human equivalent, I dunno what dwarf lifespan is in your lore)

Appearance: Solidly built, broadshoulderd and fairly well muscled. Thick dark hair tied back out of her face with braids, tanned skin, flinty grey eyes. Wears scale mail armor, bearing both the crest of her clan (a hammer contained in a diamond) and the symbol of Galdair, (a hand marked with three conjoined circles).

Personality: Loyalty and duty are important to Kavya, she holds her bonds to god, clan, kin, and friend above all else and would readily lay down her life to defend them.

While she's friendly enough, even to strangers, Kavya often comes off as serious or grim to those who don't know her. Spend any time traveling with her, though, and she'll show a dry humor borne of a sharp wit.

Kavya is slow to anger, but injustice and cruelty push her over the edge like nothing else. And once she's there, her temper is something fierce. Despite everything she's seen in her travels, Kavya steadfastly believes in the goodness of people, which is why seeing evil affects her so strongly. There is no cause for anger towards a storm, she would say, for the storm knows nothing more than destruction. But people who can choose to be kind but instead choose to be cruel, they are the trul dark parts of the world, and Kavya has a hard time finding forgiveness for them.

Backstory:
Kavya left her home in Bhelthorm somewhat reluctantly when she began having visions from Galdair, the god of sun, moon, and land, calling her to the order of the clerics. He told her in vague terms of a great evil mounting, and that she had been chosen for a role in standing against it. Leaving her clan and family was the most difficult decision of her life, but Kavya could not ignore the pull from above. She trained under the clerics for a few years, then began to travel around the land, helping where she could along the way, curing disease-ridden towns and healing the injured.

The clerics of Galdair traveled in pairs, and Kavya grew very close to her partner, a human man named Tobias. But as the pair fought to defend a small coastal villiage from a goblin raid, Tobias was mortally wounded, and Kavya did not have the power to save him. Grieving for her friend and ashamed of her incompetence, at the start of the story, Kavya is passing through the city on her way back to her temple to inform the elders of her failiure.

Strengths/Weaknesses:

Intelligence- Can read a scene easily, be it a fight or someone's body language, and make logical decisions based on observations. She isn't rash in her judgements, often acting as the voice of reason in a reckless group.

Healer - In addition to her healing magic, Kavya knows mundane medicine and herbal remedies. She was trained by the clerics of Galdair and can brew medicinal teas and potions, set bones or dislocations, and clean and dress wounds.

Combat- Has some offensive magic, knows how to use a battle axe (even if not as well as a warrior class)

---

Combat - It isn't her skill with a weapon that's lacking, she technically knows how to fight, but Kavya can't bring herself to kill, even in self defense. I'm going to say that at the start of this campaign, she's been in fights, she's landed some hits, but she's never actually killed anyone.

Courage - While she tries to hide it, Kavya is often afraid. She fears her own mortality, of course, but more than that, she fears for those close to her. She's usually able to make the logically right decision regardless, but it isn't always easy for her to do what she needs to, or to watch her friends run into danger.

Stealth - Yeah... there isn't much to this one. Kavya isn't light on her feet. And she wears scale mail armor, which doesn't help. She has good strength and alright dexterity, but she's never going to be able to sneak around undiscovered. Send someone else to do the rogue work.

Aspirational Powers/Abilities:

I'm blatantly stealing most of this from DnD. I'm assuming my character already has some basic healing magic, maybe a couple other basic spells (cast light, a couple offensive moves, simple things). I'd also say she knows how to fight with a battle axe- not as well as a warrior, but she's had some training.

-Revivify, allows you to resurrect a creature that has been dead less than a certain amount of time (a minute?)

-Resurrection, would come later than revivify, and that would bring back a creature regardless of how long it had been, recreating its body with it.

-A sort of mass healing spell? I feel like she would start out able to heal on an individual level, but this would be more like, extends hands over a whole group of people to cure them all.

-Speak to dead, or something along those lines. Conjure some sort of specter for a limited amount of time.

-Some sort of read thoughts spell, although there would probably be some way to at least try and resist it.

-A degree of divination/clairvoyance. Could be something under control, where she can see at will or something that comes and goes in flashes or dreams

-Truth spell, or maybe just something that prevents people from lying outright for the duration, even if they don't feel compelled to tell the truth.

-Elemental manipulation in some form, because elemental magic is awesome and I love the spell fireball.

-Some sort of summoning undead magic, get a set number of undead that follow my commands.

All just ideas, open to criticism/feedback. The whole CS, honestly, let me know if anything looks wonky or if I've butchered any of your lore.
 
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Name:
Sahlall(Native) Eido (Endless Path - given name)
Race: Yuan-ti Pureblood
Class/Occupation: Monk
Gender: M
Age: 29
Appearance:

When not covered by his usual hooded monk robe Eido (Sahlall) would be mistaken for a human only with a fleeting glance. Standing 1m85 Eido is a slender creature of coiled musce, golden skin that shines with a faint green reflection actually consists of tiny scales head tot toe. More visible and larger coloured scales can be found on bony ridges such as collar bones, elbows, jawline and so forth. His long, thick midnight hair is worn in a Queue hairstyle, traditional for the monk of the Laying Dragon Monastary in the region.

His facial features would be considered handsome by human and Elven standards, fair features lacking any form of folds or wrinkles limiting his expressions by some factor. A thin lipped mouth curves lightly painting a perpetual light smile on his face that can easily be turned threatening by revealing his sharp teeth and long incisors.

Inhuman as his features may be none are as striking or exotic as his eyes. The iris of his large expressive eyes are a mosaic of metallic flecks ranging from gold to oxidation copper and anything in between. Light reflects and fractures in an enchanting manner making Eido's gaze a truly hypnotic sight that can easily be turned in an advantage during social interactions. Pupils appear rounded and easily mistaken for common unless situations of stress force them to turn into thin slits that are unmistakably serpentine.

Humanoid hands pass easily enough as that of an elf's but on closer inspection will reveal sharper and thinner nails as well as collorfull scale deposits on the knuckles and wristlines.
Traditional green monk robes hide most of his exotic features, including a less common hood and scarf which is pulled up over his mouth and thin and short nose. He plays the part of the unassuming quiet monk easily, the state of his weathered and patched clothing suggests a simple life, possibly an oath of humility or poverty that colour the monk's path. Hands are partially bound in simple linen strips to hide his features as well as keep him prepared for the possibility of a physical altercation.

Personality:

When allowed to be at peace Eido is the picture of a stereotypical monk. Spending his time with meditation, prayer and practice. He avoids conflict and confrontation where possible and speaks in a soft voice to avoid being taken as hostile in any situation. It is only when pushed that the dark creature locked inside rears it's head. The ruthlessly cunning and venomous Sahlall still dwells within the depths of Eido's psyche as much as he tries to deny it. If pushed to the brink of his tolerance the peaceful monk may act in ways unexpected and often prove disastrous for those who believed they could afford such foolishness.

Backstory: Once upon a time Sahlall was a loyal acolyte to Hashiliss The Favoured, a powerful and influential High priest in the empire of Merrshaulk, the homeland of the ancient Yuan-Ti. When Hashiliss made the final push to execute his plans for a coup Sahlall was among his most trusted assassins and enforcers to spill the blood of their weaker brethren. Sadly Hashiliss had been outplayed and outmanoeuvred at every turn. The coup was a catastrophic failure ending in the sacrifice of Hashiliss himself and a blood-hunt called upon every member of the betrayer's tribe. Sahlall found himself hunter for the colour of his skin and blood in his veins wherever he turned. Even in the nearby scaleless cities there was no refuge for infiltrators of the Yuan-Ti found him whenever he believed himself to be safe. Sahlall had no choice but to run as far as he possibly could.

Eventually his manipulations and desperate services bought him a way towards the forgotten realm of Shou Lung. Here Sahlall believed himself free to make his own mark upon the world and perhaps even built the forces to enact his vengeance, Yuan-Ti ambition was never something humble. Well enough the Yuan-ti made his mark, using the resources of the murdered merchant that brought him to the land Sahlall built up a small criminal syndicate. Sahlall found it pitiful how easily he managed to turn the local races to his hand and quickly found himself in an unusual position... He felt empty and without purpose.

His enui lead to complacency and combined with his complete lack of knowledge (and consideration) of local traditions of honour (even among thieves) Sahlall found himself on the wrong end of another coup, a successful on this time. Wounded and humiliated the Yuan-Ti was driven into the mountain-ranges, escaping the death by knives only to be condemned to freeze or starve to death in the rural wilderness.

It was his bitter anger that made him cling to life longer then he should have and gave the monks of the lying dragon something to bring back to their temple high in the mountains.
To say the Yuan-ti was baffled at learning that he had been nursed back to health would be an understatement. The stupidity of the scaleless was often a source of amusement to his kind and once more they had proven themselves to be worthy of their ridicule. Once more the serpent-folk set about to manipulate and turn those weaker then himself to his hand.

It was a impossible task.

Much to Sahlall's chagrin the monks had no desires to abuse, their ways were completely alien to him and he had no hold on them. Each transgression or breach was met with firm resistance and surprising totality. And yet his life was not taken, he was nursed back to health and allowed to live among them as i f he were one of their own. Guidance was given by all the monks, old and young, by example or interaction. What made the Yuan-Ti accept the guidance is anyone's guess. Perhaps he was desperate, perhaps it was a way to understand them and eventually manipulate them...perhaps it was wavering sanity, or maybe he was just tired...tired of the eternal cycle of corruption that had slowly cast his people down from the heights of their civilisation to the dwindling and struggling society that they are now. in truth Sahlall does not know himself...

Slowly Sahlall took the teachings of the monks as his own and silently became part of the monastery without ever being asked why, who or even what he was. Sahlall knew many teachers, young and old, overwriting a lifetime of strife and corruption with the strange and peaceful mindset of these unusual people. But the peace they had, the peace he coveted remained out of his reach. Consulting with their elders proved to offer more questions...but what they all agreed on was a simple truth Sahlall knew himself... He had no grasp of himself, no clear concept of who and what he was. After meditating upon the matter Sahlall decided to leave this place to find himself, to take his teachings into the world and let them guide him to the enlightenment he sought. Before he left Sahlall was given the name of Eido, Endless Path, the name itself an enigma and source of contemplation for the Yuan-Ti.

Now he wanders in a world reshaped, seeking answers to unknown questions towards the path of enlightenment.

Strengths/Weaknesses:
Strengths:

*Dangerous and skilled combatant
*Yuan-Ti traits provide unexpected advantages: Hypnotic Gaze,Unnatural Charm, Spitting Poison.
*Unnaturally Quick and Agile

Weaknesses:
*Cold Blooded can becopme a disadvantage in extreme cold, will make him sluggish and even comatose.
*Reluctant pacifist: Avoids confrontation and fights if possible to honor teachings but aso out of fear of darker self.
*Exotic race makes him easily shunned and feared limiting social interactions twith those who notice.
*Poisoned Chi: Internal struggles make the mystical teachings of the Monk inaccessible and will remain so until he finds peace.

Aspirational Powers/Abilities:
racial abilities:
Hypnotic Gaze
Charm
Spitting poison
Skills:
Acrobatics/Athletics
Stealth
Poison Lore
Martial arts
Ki abilities (would resolve personal quest so not something to gain quickly)
Leaping
Mind over body
Mind over Matter
Ki healing abilities
Ki Strikes
 
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Name: Yamako "White Fox"
Race: Human
Class/Occupation: Rogue
Gender: Female
Age: 21​

Appearance: Mako is short, but her mixed blood gives her a more curved feminine shape than most women from Kara-tur. Her very long straight hair hangs in either ponytail or braid and is a little more to dark brown than black colored. On her back, a large white fox tattoo stands as one of her less clever, alcohol addled ideas. Now that she is on the run, she started to dress in a manner that shows she is a woman. A silken kimono robe, now of grey and silver patterns, covers her to the ankles, belted tightly on her thin waist, slits on the sides and back give her a wide range of movement. Its long loose sleeves possess hidden pockets in which to quickly stash items, just as the inside of her silken sash. She seems to always have a useful item when needed. Or a shiny coin. Underneath the robe, black leather pants, a black shirt and leather armor snugly fit her lithe body for her trade. A wakizashi, a variety of daggers and a short bow are her main weapons. Her striking emerald eyes are both piercing and mysterious and her delicate, beautiful face offers no expression of anything she didn't mean to show.

As a rogue, Mako has a wide range of useful skills. Her disguise, sneaking and acrobatic abilities are impressive. Her nimble fingers know few pockets she cannot empty, few locks she cannot pick or traps she cannot disarm. She is clever in her use of rope, grappling hooks and clawed gloves to get to where she needs. Her keen perception skills and sharp tongue have gotten her as much out of trouble as in it. The woman can accurately appraise the worth of most things and her dancing and singing skills have aided her in more than one infiltration. In the outdoors, however, she is like a fish out of water. It was always a city life for her. Her reading and writing skills are limited, even though she can understand and speak a variety of languages, and her fighting is much more opportunistic than a drilled ability. She can handle herself well with simple weapons, has a great aim and doesn't refrain from a cheap shot. She tends to avoid direct confrontation, though, and is quite nimble in dodging harm.

Personality: Mako is clever and pragmatic. She enjoys her freedom, good music, good drink and food, expensive things and pleasant company. She is too curious for her own good and sometimes a little too selfish, but it is counter balanced by a great generosity at times. She never had an easy time killing and if there was blood on the job she refused it. Every time she had to use a weapon she considered it a botched job, even when getting what she sought. Fighting for her is a means for survival, used for self defense. For that, she is sure to make the fight a short affair, her arrows or blades aiming for vital places.

Backstory: Growing up without a past and as a half-breed wasn't simple. One of her parents was definitely from Kara-tur, the shape of her eyes, long straight hair and more petite frame showed as much. But the other parent... Some other kind of human responsible for her striking green eyes, more rosy complexion and the difference of her eyes to those purely from Kara-tur. She knew not who they were. Her earliest memories were from the orphanage. Her only memento from her past, a silver pendant of a fox head with the engraving "Yamako". Whether or not it was meant as her name it didn't matter, the staff named her so upon finding it.

The orphanage life was too strict and punishment too harsh for a curious and defiant child as she was. She didn't belong anywhere, being weird to most. The streets weren't an improvement, however, and she was soon starving and growing desperate. That's when Mako met her dark-skinned friend Huzal. An urchin on the prowl had to learn skills to survive, and she was a quick learner and he, her eldest by a few years, most of it lived on the streets, a willing teacher.

Huzal was strong, fast and deviously clever. A latent gift with magic had made his parents abandon him, afraid. They became fast friends and partners in crime. He cheered Mako on the bad days, helped her with her wounds, shared his food with her and his warmth in the cold of night. He was the first good thing that had ever happened to her.

Mako was cunning, quick and resourceful. Life on the underworld of a big city suited her and she grew in skill and boldness. Unfortunately, the streets started becoming less safe as she grew from girl to beautiful youngster. As her body changed, new dangers started surfacing. That's when she became White Fox. Looser clothes and a mask helped her sell the illusion of a thin teenage boy. She got into more fights, but Huzal, now trying for a place in organised crime, helped her learn to defend herself well.

White Fox opened way to more disguises and she quickly gathered infamy as a thief who could get into most places. A chameleon. A daredevil. A whispered name. With it, she started hopping from city to city in Shou Lung as soon as things grew too heated. It was not to last. Mako stole from whom she shouldn't and soon found herself the target of a manhunt. Taking advantage of the fact that people thought White Fox was a man, she hid in plain sight as a woman, but is pressed to find a way out of town before her enemies catch up...

Strengths:
  1. Cat-like Grace: Mako possesses a deftness, preternatural grade and sure-footedness that makes most feats of dexterity easy to accomplish.
  2. 1000 Faces: Mako has used disguise as a means to survival for almost half her life. She is adept at changing her features, hiding tells and swaying people with her charms.
  3. Street-Smarts: Living most of her life in the streets of Shou Lung, Mako has gathered many useful skills and bits of knowledge. She knows where to get food and shelter in a bind, how to pick pockets, pick locks and disarm traps, read signs left by gangs/thieves' guild and where to find a fence or a job offer.

Weaknesses:

  1. Hunted: Mako has pissed off the wrong people and stolen the wrong item and now there is a manhunt for White Fox around the place.
  2. Hubris: Mako was brought low her whole life, she is a proud woman and can sometimes make biased decisions that turn out not in her best interest out of that sense of pride and independence.
  3. Authority Issues: You're not the boss of me! Mako was never good with the powers that be and often refuses to follow instructions simply because someone in power has told her so. That can and has led to all sorts of complications...

Aspirational Powers/Abilities:

- Pick Pockets/Stealth
- Pick Locks/Disarm Traps
- Sneak Attack
- Dual-Wield
- Point-blank Shot
- Uncanny Dodge
- Cat Fall (as in, able to fall certain distances unharmed)
- Darkvision
- Darkness
- Shadow Jump (enter one shadow and come out another within sight)
- Shadow Illusion
- Shot on the Run
- Far Shot
- Rapid Shot

I added more than 10 in case you think some of these things don't belong in the list or are not appropriate.
 
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