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Hidden 9 yrs ago Post by The Harbinger of Ferocity
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The Harbinger of Ferocity

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Asadan Redd



Name:
Asadan Redd, or often simply "The Red", an informal title assumed (or more given to) in from "Nature, red in tooth and claw.".
Race:
Human; although the blood of men, Redd might as well be born of the world's doing.
Age:
29; while still largely youthful for a human, his share of life and mystic experience is sufficient enough. While not "beyond his years" as some form of savant, his source of talent and longevity are unusual.
Gender:
Male

Appearance:
"The Red", despite his title is very much a mere mortal man of his young age; at a sturdy height of just over six feet and nearing two-hundred pounds, or so it would seem. Influenced by the power he draws upon, an amalgamation of raw spiritual energy and divine, animal magic, his build is uncannily healthy and bristles with longevity to come. Lean, but defined in muscularity, he is a balanced appropriation of physical qualities, of which he keeps clean. With shaven facial hair and short mane of blonde that darkens to brown at its tips, the only truly visible unusualities stem from his eyes of which are fiercely green.

Clothing:
Asadan Redd wears only of which is his own; while not worked by his hands, it is gathered by his own doing. Clad in furred hide armor, with tawny hood of leonine origin, he is the bearer of a charge to preserve the set as a tribute to the creatures it too once belonged before they passed on after their age. Functional, Redd wears fingerless padded gloves, reinforced leather bracers, dense leggings and shin height worn traveling boots. While the hide breastplate and hood are unworked and still as they were, fur and all, the remaining pieces of his set are worn tan and dull brown. The hood, which is the head and shoulders of a great lioness, is kept as a memento to her glory while she lived. Adorned with a necklace of a large worn claw, as a big as a man's palm, his other, finer trim is the buckles and belts of which he carries his weapons.

Weapons:
In all senses of the word "The Red" is a living weapon; with claw and fang or fist, he carries conventional weapons - a scimitar and three daggers - only out of principal. Like a true berserker of some barbarian cultures, Asadan Redd fights with but his mere hands, striking with palms and knuckles alike with the force of blunt instruments, and with opportunity, can rend and tear exposed flesh with claw-like swipes. When presented with a force which mere hands cannot solve but a blade can, the scimitar - an elegantly engraved weapon with dull bronze markings of feline motifs - is the weapon of choice. But in all these things, "The Red" prefers claw and fang as well as magic.

Alignment:
Lawful Neutral
The code Asadan Redd adheres to is a fierce thing indeed. It takes no interest or care for the laws of mortal men and monsters alike, but the world. It compels him, as well as the savage and spiritual power within, to protect the balance of the natural order and to drive out its greatest foes; aberrations, demons, devils and undead, more than any other. A roamer, Asadan Redd walks the earth, lending aid wherever the world he is called to asks. Morally indifferent, he prefers to live outside society, but works among their structure whenever it benefits his oath.

Skills:
Apex Predator
The wilderness is a place of survival, of which is often a gamble at best for mundane or humble mortal folk. It is here he is the most comfortable; able to sustain himself off fresh kills, found springs, as well as track and preform traditional medicine, or even elude foes tracking him. Without it, or in environments which are not natural such as cities, his insight is poor if not completely lacking.

Bestial Empathy
Asadan Redd has an intuitive sense of people, in small part, but a far greater sense of an animal's demeanor. Able to communicate both through gestures and spoken words, should he intend to, he may effectively speak across the species barrier with animals as well as comprehend their reply. Albeit not a truly spoken language, this intuition is neither magic nor the skill of most mortals. It can be taught and or learned, however.

Savage Combatant
There exists no school of "martial arts" among nature, merely instinct. For "The Red", the extension of his mystical abilities carry over to his physical ones, even without animal shapes. Far more fierce with but his own body than any weapon he carries, he is a powerful unarmed combatant that relies upon fighting poorly armored foes and disabling those that are well protected, such as those armored; debilitating strikes and forced movement being his favored tools of weakening a sturdy enemy.

Magic:
Wild Shape
A spiritual gift from within, Asadan Redd can slip cleanly into a bestial form, with but a ferocious yell or slightest of thoughts in moments. A power of supernatural origin, he takes on the qualities of the mighty animal he assumes; its strength, agility, senses and physical capabilities are all at his command, as too are those of pure instinct and predatory cunning. Unlike others akin to him, rare as they may be, he is limited to his totem - the archetype he is called to, of which is all felines, be them the clever lynx, subtle jaguar, or ferocious tiger. His worn and carried goods fade from existence until he again reverts to his human self. While in his alternate forms, he is far more deadly - his title, "The Red" made well known through his use of claw and fang. By expending added essence while in Wild Shape, he may alter the nature of his natural attacks to enchant them or continue to cast spells.

Soul-Magic
Weaving both natural spirit energy and magic is no small feat; drawing upon both the world and himself, his magical "spells" as most arcanists would refer to them, are classical elements of his archetype. Unlike those of traditional shamanic or druidic magic, Asadan Redd has no formal or hierarchical training and his use of the Weave is through Incarnum - pure spirit essence. Because of this, his power is physically and mentally exhausting, but difficult to predict; the same gestures and words, with different thought and intent can produce wildly varying results - even able to be preformed even while in Wild Shape. In return for his service to the natural world, his very existence and soul is laid claim to by the realm afterlife itself - the Beastlands.

Incarnum, being made of distilled soul stuff, appears as ghostly and misty effects which rapidly disperse. Although only faintly tinted blue in hue, the darkness of the blue coloration corresponds with the amount of power behind it; the more vivid, the more powerful, but also the more obvious. Working Soul-Magic provides a faint blue shine to the inner most area around one's pupils, regardless of eye color.


  • Summon Feline
    The effect summons a physical, tangible large or common cat made of pure, immortal spirit stuff. Albeit not truly a living thing, it is otherwise no different than the animal itself in all regards - the very embodiment of it, in fact - it persists briefly for a few minutes before fading into nothingness as a mist. It willingly obeys the summoner and anyone who he deems an authority over it. A summoned beast is vulnerable to early dismissal through a magic dispelling effect as it is a temporary being of pure magic.
  • Healing Touch
    Through a mere touch, a transfer of essence can restore physical or mental wounds - with time - to the contacted person or creature, as can it instead instantly neutralize poison or cure disease. Wounds that would take weeks heal in mere days instead with this magic. Made of positive soul energy, the effect has no impact upon devils, demons and undead. It has a greater and far more immediate restorative effect upon beasts than people, taking little time to mend their wounds.
  • Influence Animal
    Be it settling their rage, entrancing, beguiling, confusing, charming, or outright enchanting them, the power of influence varies greatly. Applicable only to unintelligent beasts, even the most hostile can be swayed to become calm, or those indifferent can be persuaded to provide assistance, all through the works of soul based magic. They are never compelled to obey obviously suicidal orders or to remain friendly afterward.

Background:
The sole son of Adhera the Lioness, the life before Asadan Redd would first be walked in the shadow of his mother's legacy. A deeply spiritual woman, "The Lioness" worked into reality her innate gifts through sheer willpower and force of personality - wielding magic by raw charisma, instinct and spirit alone; having never once spent a day of formal mentoring to acquire her art. So named for her preferred leonine form, "The Lioness" relished conflict wherein she could free claw and fang - a "lady-savage" - but had tremendous command over the elements themselves, able to call upon the fury of a storm, the rage of flames, the might of earth or the crash of waves at mere whim. Living as she did in secrecy, sworn to the wild world, she bore only a single heir from a father unknown.

Raised as more a beast than a child, Asadan Redd matured in a harsh environment full of even more harsh lessons. Although tender toward his mother, just as he was the felines he associated with throughout childhood who provided their assistance in nurturing him, he was well aware that she would not raise him forever; understanding from even a young age it would be his charge to one day assume her tasks with his own powers when she faded away. While such events did indeed transpire and "The Lioness" drew her last breath many years later, her son was still wandering the world - unaware that she had passed and unaware of the calling to come. Drifting from village to village, seeking to strike out a range of his own akin to the animals he so revered in spite of his young age, he found little pleasure in any attempt to integrate even slightly into the lives of humble folk; these mere commoners suspicious of him, and rightfully so, knew only of the animal tendencies he displayed and strange magic he wielded, even as but a young man. While he did not loathe these people, he took no interest in attempting to garner their adoration.

Swearing off such notions of truly living among the mortal flock, Asadan Redd spent much time after honing his mystical talent of soul-magic, fueled by a poorly understood fusion of body and soul known only as Incarnum. Like his mother who bore him, his spiritual gift of altering and manipulating the Weave grew in power and complexity until it expanded beyond "mere" shapechanging, to soon enabling other forces of supernature. A beguiler, healer and summoner of beasts, there was no doubt within his mind that he would do "The Lioness" proud in what potential he had...

Until the war of men and magic upset his elusive lifestyle.

Still only a young man at the time, Asadan Redd began to fiercely hone his primal talent and tendency. He struck where opportunity presented itself, sparing neither man nor monster should it defile or upset his home as they did. As quickly as his attacks began, Redd disappeared once more into the wilderness time and time again without a trace, striking only those vulnerable. Claws and fangs growing ever more red with the blood of the wicked and corrupt as he felled his foes both personally and through magic in this manner, he ultimately attained a mantle of his own - just as his mother had done; a title in the form of "The Red". But it was not until the closing hours of the war - the dark mages in full retreat and surrender - did any force successfully dissuade the savage and his ferine rage end.

Silent once more as the feline form he assumed, "The Red" faded into the wilderness of the island; seemingly no more than another tiger among a lush jungle. A whisper in the storm that was war, his existence as "The Red" is but myth - said to be a creature of feline shape and form with uncanny cunning in its eyes and magic in its very being, it is rightfully feared as it is rumored to feel no pain and lash out with blows as magical as a mageblade. All of these things are not far from the truth.

No one fathomed "The Red" would be called to the dense population of Waeldeshore - a story of the wilds exclusively - but indeed he has, not as a beast, but a man.
Hidden 9 yrs ago Post by Belwicket
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Name: Regina Hills

Race: Halfling

Age: 32

Gender: Female

Appearance: Regina is a bit tall for a halfling, a whole six inches taller than the average, with long, reddish brown hair and chocolatey brown eyes. She has a pale complexion, preferring to stay in the shade, and a thin but curvy figure.

Clothing/Armor: Regina wears a thin layer of leather armor over her clothes with multiple daggers hidden on her and a pair of longtooth daggers on her hips.

Weapons: Regina carries no less than 20 throwing daggers, 10 normal daggers and a pair of longtooth daggers on her at any time.

Alignment: NG

Skills/Abilities: Regina has great aim with her throwing daggers, is proficient enough with her normal daggers to block and redirect, allowing her to use her longtooth daggers, with their little extra length, to attack. She can also pick locks, pick pockets, find and remove traps, track people, most any skill a thief would find very helpful.

Other than that, she is an excellent with her psionic powers, allowing her to do many things most people cannot.
-Combat Mind: Using this, she has a clear understanding of where her allies and enemies are.
-Telekinesis: She can levitate most small objects, such as daggers and apples.
-Levitation: She can lift herself up to 3 feet from whatever she's standing on.
-Complete Healing: With a 24 hour meditation process, she can heal herself of all injuries, illnesses, poisons and the like.
-Quick Healing: With a matter of a few minutes and a lot of concentration, she can heal her small injuries, though nothing bigger than a scratch.
-Adrenaline Control: By controlling the production and release of adrenaline in her system, she can give herself a temporary physical boosts on demand.
-Body Weaponry: Using this, she can turn her hands into dagger blades or go as far as her elbow for a shortsword blade.
-Displacement: She can control where people see her, whether or not she moves.
-Teleport: With this, she can teleport up to 100 feet away in the blink of an eye, with loud popping sounds emitting from both the place she teleports from and to.
-Time Shift: She can teleport 5 minutes in the future and see that point in time froze for 5 minutes with complete maneuverability, though she is unable to interact with anyone or anything.
-Telepathy: Using this, she is able to communicate wordlessly with another intelligent being without having to worry about language barriers.
-Daydream: She can cause another person's mind to wander, allowing her to pick their pockets and get away safely with a lower chance of getting caught.

Magic: She has no magic, though some have commented her psionics are similar.

Backstory: Regina was raised in a big halfling city, well as big a city as the halflings would build, with her numerous siblings. The only way she could stand out in her family enough to be remembered was the fact that, at a young age, she could make apples fly to her hand. She had practically never spent any time at home once she was old enough and had gotten caught picking locks and grabbing an apple for a snack. She had eventually decided, after nearly having her hand chopped off for the thousandth time, to leave the city and find a better life. She soon was found by a thieves' guild that took her in and began training her. She spent the next 15 years in the guild, training as hard as she could to get faster and stronger, though her strength didn't improve by much. They found out about her psionic skills rather quickly and, being only the second psionic in the guild, learned from an older man who taught her how to teleport, heal small wounds, levitate items other than apples, such as herself, and so on.
Hidden 9 yrs ago 9 yrs ago Post by Jon Y
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Hidden 9 yrs ago 9 yrs ago Post by Jon Y
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Name: Ionathan Hepburnberg

Race: Half-Elf

Description: Tall, Honourable and kind-hearted.
Age: 28

Gender: Male

Appearance: Dark Green eyes under black eyebrows and short, black hair. At 6 foot Ionathan is above average height for humans and easily stands out with his sharp, elven like features including elf like ears but more rounded and less pronounced, he has a Light skin colour with a small scar on his right cheekbone

Clothing/Armor: A standard issue Guardsman attire which consists of a Tabard with Chainmail and padding underneath. He has a few satchels upon his belt consisting of first aid supplies. Atop his head is the Standard issue guardsman’s kettle helmet. When off duty Ionathan wears a plain brown tunic.

Weapons: Ionathan wields a spear like other guardsman, the spear itself is the same height as Ionathan (6 foot) he also carries a balanced longsword, Ionathan wields the sword two handed for extra power but is usually equiped with his spear and a shield that he carries on his back with a Guige when not using it. The shield is a standard kite shield with the Waeldeshore heraldry for a coat of arms.

Skills/Abilities: An experience fighter, Ionathan's experience in the army has not left him as he remembers the battles he was in and how to take on opponents of different measure. As part of his soldier training the iron discipline is still embedded in Ionathan's mind.
Ionathan knows basic first aid with some advance understanding of the significance of wounds.

Backstory: With a human father and a elven mother Ionathan got to learn about both human and elven cultures from an early age. However, His father was a wealthy landowner so his marriage to an elf was most scandalous, this left Ionathan with a resentment of the nobility and few friends. Ionathan in his childhood and adolescents spent his time reading and received a good education via private tutors. When the war broke out Ionathan had just reached Adulthood and being in a noble family he was enlisted as an officer cadet, Ionathan's training at the officers training camp was harsh but effective, at the start he was like any other who had just reached adult hood, full of energy and always cheerful, but by the end he was a disciplined and skilled officer who acted with knowledge and calculation rather than gut feeling. After The training he was assigned to be a Lieutenant of the 35th regiment of foot where he served throughout the war. The 35th served with valor and duty with their most famous action taking place when a strike force went to strike a supply town near the border and the 35th held the road despite repeated enemy assaults until reinforcements arrived, the officers were personally kissed on the cheeks by the ruling official of the town and were offered the best rooms in the taverns while the regiment was resupplied.

After the war Ionathan adopted a girl made orphaned by the war and settled down and bought a cosy 2 bedroomed house in Waeldeshore were he became a guard for the town. Over the years he reflected on his life in the army while growing to like the town and became a respected by his colleagues and the town for his by the book approach to handling situations and his good relation with the Guard Captain. Throughout the years he made sure that his daughter was given the best education he could afford her with his salary, even on the weekends giving lessons himself. He remains in close contact with his parents who visit every month. Ionathan is looking forward to a life of keeping law and order while letting time heal the wounds of war.

Alignment- Lawful good
Hidden 9 yrs ago 9 yrs ago Post by Letter Bee
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Name: Ioannes/Yahya Abd-al-maseesh

Race: Human

Age: 24

Gender: Male

Appearance:



Replace the Shotgun with a Flintlock Musket

Clothing/Armor:



Half-plate Armor and Armored Boots underneath the Trousers.

Ioannes also carries a Giray Insignia, a bright sun, undeneath his robes and armor.

Weapons:

- A Flintlock Musket strapped into one's back, which in turn contains one shot, which can be reloaded from the man's gunpowder stores.

- A Longsword and a Flintlock Pistol at the belt, the latter carrying one shot.

- Light Crossbow with 20 Bolts, also strapped to his back.

- Ammo Cartidges, also at the belt.

Alignment: Neutral Good.

Skills/Abilities:

Scholarship - Ioannes is well-read, and while he doesn't know much of Waldenshore's history beyond the basics, he can learn a lot more.

Perception - Ioannes has not gotten where he is now via being blind to the thoughts, feelings, and machinations of others. When one is lying, bluffing, or otherwise not saying the truth, Ioannes has a chance of seeing that something is being hidden. (OOC: Call me out when I metagame, though).

Swordsmanship and Ranged Combat.

Intimidation.

Riding Horses.

Magic: Nope.

Backstory:

Ioannes/Yahya was born as Ioannes, the son of two travelling merchants from one of the kingdoms near to Giray. His early life was a series of travels and education aboard his parents' ship, as he learned the tips and tricks of being a merchant.Of course, when near or in Giray, he was instructed to hide his talents, lest he be taken away from his parents. They needn't have bothered, because when he turned thirteen, a band of pirates attacked his family's small merchant ship, killing said parents and putting him in chains to be sold to the Girayind Bureaucracy.

In-Universe Flashback

"Boy," said the bearded, mustachioed man in silken robes who was now apprising his newly-clothed form with an apprising eye, "what is your name?"

"Ioannes, sir," said the child, still afraid. "Can you please take off my collar? I promise I'll be good." He pointed to the slave collar stuck to his neck. Then, realizing that he might have drawn his master's ire, Ioannes continued:

"I have nowhere to go anyway, if I run away, I'll just end up on the streets. So you don't need to collar me." This much was the truth.

"Ioannes, that's Yahya in our tounge," the slavemaster continued. "That settles it, your name shall be Yahya, Yayha." His face then turned grim.

"One job of a 'Slave of the State' is not to show favoritism to those who haven't merited it yet. Even then, I will not put you above your fellow slaves. Do you understand, Yahya?" He was now using Yayha's new name, in order to mark the boy as property now, able to express his own opinions only because his owner wished it, a wish that can be taken back.

"I understand," said Yahya meekly. "What other things things am I not permitted to do?"

"You are not to shirk your training. You are not to disobey the orders of your superiors. You are to be subject to regular review from your superiors. And finally, if you have any Gods or Goddesses, you are to abandon them until you are 18, during which you can worship whatever Diety you choose. Am I clear, Yayha?"

"I am clear," Yayha mumbled.

"Speak more clearly!" the slavemaster howled.

"Yes, sir!" Yahya shouted.

Reason for coming into Waldenshore: The legal trade with Waldenshore is profitable, so is the illegal, black-market trade in orphans created by the turmoil. Not merely that, but the prosect of an infernalist/diabolist as a ruler of the island is dangerous to Giray in the long run, and so an agent has to be sent to monitor the situation. Of course, as Giray has a bad reputation in neighboring kingdoms for obvious reasons, the agent has to be sent there in disguise.

Private Goals: Find an alternative to the Slave System that would allow Giray to have the best people without taking them from their families.

Additional Notes: Giray is religiously diverse, but Mamluks and Slave Bureaucrats are not permitted to worship anyone until they're 18, during which they can choose whoever God or Goddess they want. This is because the Girayids believe that if they force their slaves to renounce their faith in their training stage, then if the slaves get killed trying to escape, they would not have an afterlife to go to.







Giray Worldbuilding

More Giray Worldbuilding

Giray was not part of The War

Giray's Millet System
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Name: Green Orchid (Generally just orchid)

Race: Half-Orc

Age: 26

Gender: Female

Appearance:


Orchid has a more human appearance then she does orcish, but her skin tone, dental work, and ears reveal her half-orc heritage. She's been noted to have very strange eyes: her sclera is the same color as her skintone, giving her the impression that she has beady black eyes. However she seems to have no real difficulty seeing, though it's noted that her vision, while sharp, tends to be very focused. She generally has long black hair, though she'll cut or style them however she feels would be appropriate for the situation: Sometimes she makes it into a somewhat attractive style, sometimes she's just cut it short or even bald. She grows her hair fairly quickly as well: It'll only take her a week before it becomes shoulder length, so she'd have to cut it regularly.

As for her build Orchid is certainly muscular. She lacks any particular style of build, but she has a very strong core as well as lean and thick arms. Her strongest muscles however are in her legs: They have much more power than her arms do, and are solid enough that she could break blades with them. Orchid is a little over six feet tall standing straight up and weighs 223 pounds, mostly due to muscle mass.

Orchid has no tattoos or notable scars despite her martial life style. She actually finds scars to be distasteful and thus always tries to remove them through healing. Her skin is tough however, and has a calloused texture.

Clothing/Armor: Orchid generally has no particular taste for fashion, not to say that she willingly dresses herself in rags: if she has a choice to clothing she'd pick out whatever she'd like, but she won't really care what happens to it afterwards. Generally speaking, she prefers trousers over dresses, though she doesn't mind wearing short skirts that do not restrict her movements too much. Underwear is important to her however, and she'd always be wearing something to keep her unmentionables covered. That being said, she cares very little about shirts: If most people didn't care for decency she'd go without, but otherwise she wears whatever tunic is available for her, or a coat if the weather is particularly chilly. Almost always seen wearing hand-wraps however, tied up to the tips of her fingers.

Orchid is not unfamiliar to the weight of armor, from harden leather to full plate. However generally, she keeps only a limited amount in the form of pauldrons, vambraces, and shin guards. Depending on the quality she may opt for body armor as well, but like shirts she tends to discard them as her soonest convenience. She does wear helmets if they're available however. She has a penchant for metal helmets, even if they aren't functional or match whatever attire she is wearing.

Weapons:
Composite Bow - Orchid's most prized possession. A bow made of a combination of animal horn, wood, and sinew laminated together using a unique glue, it's much more durable then it's appearance would imply. More compact than a typical longbow and able to generate as much power, it's Orchid's to-go weapon for any encounter. Even in a melee she can reliably use her bow akin to a staff, and it could withstand even the direct blow of a blade or hammer without a scratch. It may bend, but it'll never break (Or at least Orchid hopes it never does). Orchid has a holster were she can store her bow on her back, which she can also put on a backpack if she has one.

Arrows - Iron-tipped arrows that Orchid crafted herself. Her typical (And current) quiver would be able to hold up to 30 of them. If she needs to replenish them she has molds she can melt bits of metal into for new arrowheads, as well as a bag of feathers she can trim into wings for her arrow shafts. She's capable of using more improvised materials, such as stone, bone, glass, or simply honing the wood into a finer point, though she prefers proper materials whenever possible. Orchid carries the quiver horizontally on her hip, in a special container that allows her to reach it easily as well as shut it in case she needs to pull off some acrobatics.

Daggers - A multipurpose tool and weapon, a straight, double-edge steel blade attached to a leather handle. Actually well balanced for throwing a short distance, though Orchid would only do this for tricks or desperation. She carries two of them, one on her belt and another hidden on her forearm (If she's wearing a shirt with a sleeve at least) or in one of her boots (She she has boots). Otherwise it's also on her belt next to her other dagger.

Pick-Axe - A humble tool more suited for cutting through wood then through a man's skull, but that doesn't mean Orchid can't use it for both purposes. Orchid's Pick Axe also has a small pointed wedge on the opposite side of the splitting maul for piecing, and a reinforced metal pommel for hammering. She also keeps this on her waist, but on the opposite side of her daggers.

Staff - Just a wooden staff Orchid likely carved from some tree branch she found. The tip has a carved slot where she could secure one of her daggers in and turn her staff into a spear. Regardless of it's simplicity however, Orchid can turn the humble piece of wood into a deadly weapon if she has reason to. After all it's basically just a big club, and Orchid can swing a mean club. Generally in Orchid's hand as she has no dedicated plate to put it on her person.

Gauntlets - Just as much armor as they are weapons, Orchid's Gauntlets have spikes on the knuckles and talons on the fingers, allowing her to stab, slash, or bash with her hands. These gauntlets also have the dual benefit of allowing her to grip a blade without cutting herself, which is helpful when she was to break someone's sword or disarm them of it. She wears them on her hands, because duh.

Alignment: Lawful Neutral - Orchid doesn't fight for good or evil, but neither does she go out of her way to be a nuisance. Can occasionally dip into a more Neutral (And potentially Chaotic) Good, as she also doesn't like to follow laws or rules which are made to obviously harm others, such as laws to punish slaves. Still she has a code of honor which she follows, and isn't interested in being a rebel for the sake of it.


Skills/Abilities
:
Archery - Growing up a hunter Orchid knows her way around a bow. Her skills are almost supernatural, though it's more like pushing the bounds of realism: She's quite capable of shooting her bow on the move or during feats of acrobatics, and isn't too shabby at horseback archery either. Orchid's accuracy during duress is quite phenomenal, all things considered, as well as the volume of arrows she can put out. Assuming she starts out with the arrows in hand, she can fire off four in under ten seconds. Her accuracy takes a hit of course, but if she's using rapid shots then accuracy was not something she was worried about.

Brawling - Orchid refers to this as brawling instead of martial arts because to her, Orchid's hand-to-hand ability is less art and more martial. While she certainly utilizes complex maneuvers and techniques, it's less of a graceful art form and more like brutal efficiency. Orchid is no strange to relying on nothing but her body to defend herself, so she'll punch, kick, headbutt, and slam her opponents into a bloody mess if they thought she'd be defenseless up close. Orchid herself is quite a grapple and is perhaps most dangerous within arms reach: one she has a hold of you she would begin to crush whatever she's grabbing onto with her bare hands, and then put you into a painful pin or just crush the life out of you. Her kicks have been known to break down solid wooden doors like parchment, and most people's torsos won't fare much better. If Orchid had any skill related to martial arts, it's her disarming ability. She likes to take the weapons out of people's hands and put it into her own, or failing that, sundering them. Breaking shafts is a popular thing she does, though when it comes to blades she has to be more careful.

Fletching - Orchid makes her own arrows and bows as well. While bows generally take her more time and materials to make, Orchid is proud to know that she could quickly replenish her supply of arrows in less than an hour assuming she has everything she needs (improvised or not). Her own skills in archery gives her a unique insight in her crafts, often making arrows or bows in ways that Orchid would want. And while she doesn't really focus on her fletching ability often, she's always interested in learning new ways to make arrows or bows.

Spotting - With keen eyes, sharp ears, and a good scent, Orchid is quite skilled at tracking down others or noticing details that slips by. Assuming she's looking for it; one fault Orchid knows she has is that once she's looking for something, she'll often ignore everything else, including things that may be vital to her safety or what she needs to find. "Tunnel Vision", basically. That being said if she does know what she's looking for, it's only a matter of time before she finds it.

Endurance - To put it simply, Orchid is tough. A combination of her naturally durable body, training, and her own willpower, Orchid survives things that others might not. Where most people would bleed out when they get stabbed in the gut, Orchid just grunts and continues the fight. People would be screaming in agony if their bones are broken, and while Orchid would certainly have a few (or many) choice words, she wouldn't stop just because of it. Eventually if the pain gets too much her senses would just dull until either the threat is stopped, or her body is torn apart.

Strength - Archery is about the only refined martial technique Orchid knows. Everything, including her brawling, is simply an application of her strength. She may be unskilled in other areas, so she makes up for it in raw power. Even with weapons such as knives or swords, she forgoes any notion of techniques and simply applies as much force as she can muster into her blows. Savage as it may be, a slash is still a slash, whether it came from a raging berserker like herself or a master swordsman. Her strength even allows her to do things that most people can't do with techniques (or at least need a lot of skill to do), such as utilizing weapons far greater in size then herself, or breaking things in general.

Magic: Orchid has no magic ability, and for a good reason: Her very body resists magical powers. While certainly not immune (A fireball to the face is going to hurt) Orchid has a supernatural ability to shrug off the effects of magic much the same way she'd shrug off a sword blow: With grit, determination, and a healthy application of "Dodging". This allows Orchid to be able to take notice of more subtle magical effects such as illusions. However this magic resistance is a double-edge sword: Not only is it harder for enemies to affect her with their spells, it's the same for allies as well. Orchid's body has a harder time of reacting to beneficial effects such as healing or strengthening magic. Even enchanted objects would have a lesser effect on her, whether they be cursed or holy. And to put the final nail into the coffin, this ability also prevents Orchid from tapping into her own magical potential, if she even had any to begin with. So amount of learning would allow her to bypass her inability to cast spells, not unless she somehow removes her innate magical resistance.

Certain styles of magics can get pass her spell resistance however, such as alchemical magic, or mundane things that are simply caused by magic, like being burned by fire or being hit by a blast of telekinetic force (Like a giant rock). A sufficiently powerful spellcaster could also bypass her spell resistance through the force of their magic alone, though Orchid's magical resistance grows with her: She stronger she becomes the stronger her magic resistance is as well.

Backstory: Green Orchid named herself. Her name came from a mispronunciation of what someone else called her; they said she was a 'Green orc kid", and so she called herself the Green Orchid. The reason her parents never named her was because she never knew who her parents were; she was born and orphan as far as she knew or cared. She was a roaming vagabond for as long as she could remember, getting by through petty thievery. She wasn't longed for the world and she knew it. But she didn't know what else to do; the little girl didn't even know how to speak, let alone survive. That's when she was saved by this lonely old hunter. She had tried to steal a rabbit he got from a hunt, but he was much quicker than she was. The hunter took pity on the little girl however, and adopted her as his daughter. It was from the hunter that Orchid learned how to shoot and bow and make her own arrows. With this old hunter as her adopted father, she was able to get a bit of an education with the local church. And it was there, dealing with other children, she started to learn how to fight.

Orchid was the only half-orc in her village, and that brought her a lot of trouble. Nothing she didn't deal with herself of course, and after a lot of fights people learned now to mess with her. That never made her popular, but she wasn't entirely interested in popularity anyways. But she was interested in the world around her. Before she met the hunter she hated the world. No one looked after her, and more often than not they wanted to hurt her. But the Hunter showed her a better side of the world that she didn't know existed. And as she went to school, she learned about things that made the world even more interesting. She learned about something called "heroes".

As Orchid grew older, she also grew stronger. That was thanks to the hunter; he always made sure Orchid had a lot of food, and when she was old enough she even went out hunting with him. Though hunting she honed her skills, bow with a bow and with fighting. For her father didn't just hunt for prey; he protected the forests from brigands as well. He made it clear to Orchid that what he was doing was killing people. Bad people, granted, but he wasn't exactly giving them a chance to surrender either. He told her his reasons why he did this, as he knew some of these brigands were actually town folk either down on their luck or bored with the peace and wishing to prey upon others. To orchid, this was what a hero did. Sufficient to say, it jaded her, but she couldn't deny the reason. Because whatever the brigands motivation was that brought them down their path, there was no denying that they have turned to evil. And Orchid, like her father, aimed to stop them.

It wasn't long before Orchid became a strong, young woman. By now her father had grown old and wizened, and was not long for the world. He no longer took up the bow as age has made him feeble. Like Orchid, he had no family, but also like Orchid, they had each other. He knew Orchid's desire to see the world and so in his will he sold his properties to provide Orchid whatever meager funding he could provide. Orchid in turn made sure to give the man a funeral, cremating his body and spreading the ashes as he would have wanted. With nothing holder her back, Orchid gathered her gear and set out on her own, seeking adventure in the lands of Waeldeshore.
Hidden 9 yrs ago Post by Rockin Strings
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Rockin Strings Mechanically intelligent, musically inclined.

Member Seen 3 yrs ago

Name: Lonmil Kaspay

Race: Rock Gnome

Age: 73

Gender: Male

Appearance: Lonmil appears to be your typical gnome; short, brown hair, big nose, the works.

Clothing/Armor: Lonmil wears dark brown leather armor with a hood, gloves and soft boots.

Weapons: Lonmil has a bow with a quiver of arrows, 4 normal daggers, an enchanted dagger and a pair of gnomish shortswords, which would look like daggers in the hands of humans.

Alignment: Chaotic Neutral

Skills/Abilities: Lonmil can pick pockets, open locks, find and remove traps, move silently, hide in shadows, detect noise, climb walls, track, observe, tumble, disguise himself, hunt, survive in the underdark for a short period of time, gather info and is very proficient with his shortbow, short blades and dual weapon style of fighting.

Magic: Lonmil can see 60 feet in complete darkness due to his infravision.

Backstory: Lonmil had grown up in a small cave system with his parents until he was 66. Inside and outside the caves was their town, a small farming community that rarely, if ever, saw visitors. While exploring the caves to see if they could expand the town, they needed a couple new houses for some of the families that were expanding their members, Lonmil and his friends had accidentally went too far. On their way back, they had gotten lost, which only made it worse when they ran into a monster from the underdark. One of Lonmil's friends, Hidvur, decided she would distract the monstrous beast while the others escaped. That day, Lonmil lost the only woman he ever cared about. He left home a week later, living off the land throughout his year long travel until he was caught stealing food from a school that had just been formed. One of the boys who had caught him was a half-elf mage. Needless to say, Lonmil found the prospect of a 13 year old half-elf mage allied with a Thief's School hilarious. He began teasing him, they fought and, after agreeing to join the school, Lonmil and the boy, who went by his last name, Gil, became like brothers.

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Name: Debaen Gil

Race: Half-Elf

Age: 19

Gender: Male

Appearance: Gil stands a couple inches short of five and a half feet with a lighter weight for his athletic build. His skin is a light brown with a golden tint, looking to be sun-kissed. His hair is dark brown with strands of golden blond. He has a scar on his right cheek, the only mark ever left on him.

Clothing/Armor: Gil wears a dark blue, hooded robe, dark brown bracers on his arms and legs.

Weapons: Gil's only weapons are 7 daggers, 1 of which is enchanted, and a staff. He doesn't use them often.

Alignment: Chaotic Neutral

Skills/Abilities: Gil can pick pockets, open locks, find and remove traps, move silently, hide in shadows, detect noise, climb walls, recognize languages he's seen before, even if he doesn't understand them, observe, appraise, tumble, cut gems, loot, disguise himself, forge items, artifacts and documents, ride most land animals and is proficient with his daggers, staff and his dual weapon fighting style.

Magic: Gil can cast the following spells;

Blur: When under this spell, the caster would become harder to hit as they did not appear to have a solid form any more. Attacks made against a blurred caster by someone who couldn't see it ignored this spell, of course, as they couldn't see the effect.
Burning Hands: The spell momentarily engulfed the wizard's hands in a burst of magical flames and then expelled them rapidly into an adjacent area of roughly twenty-five feet in diameter.
Comprehend Languages: With this spell the caster could understand a text that was otherwise incomprehensible to him or her. The caster would see or touch the object or creature with the text in order to cast the spell. Despite being able to read the text the caster would not be able to write or speak the language of the text. The inability to read did not affect the ability to use the spell and learn the meaning of the affected text. The caster can also understand the spoken words of the language.
Feather Fall: After this spell is cast, the caster and any nearby he wishes are slowed into their descent until they touch the ground.
Flameproof: When cast, this spell fully protected the recipient from normal fires and offered limited protection from magical ones. The recipient became completely immune to normal fire, lava, etc. Breath weapons, or other fire-related attacks, from creatures and fire-based spells did not cause as much harm to the recipient. This spell could not be combined with any other spell or magical item that granted resistance to fire. When cast upon an inanimate object, the spell made the object completely immune to all forms of fire both normal and magical.
Invisibility: This spell allows the caster to become invisible for 5 minutes. The spell would falter if the caster spoke or attacked anyone.
Magic Missile: The caster fires a number (for his level Gil fires 2) of missiles of energy that hit the target, though do not do much damage.
Shield: A wall of energy separates the caster and his attacker, preventing them from taking any damage.
Spider Climb: The caster's hands and feet are covered in a sticky goo that would allow them to climb on walls and ceilings like a spider.
Stoneskin: This spell would turn the caster's skin to stone, preventing any damage from being taken.

Backstory: Gil grew up with his parents until he was 12. At that age, his home was attacked by drow elves. Being the only one to survive, Gil spent the next few months of his life wandering the forest. He joined a Thief's School, finding it to be a safe place to learn to survive. A few months after he joined, a gnome had been caught by one of his classmates and pinned to the wall. Gil approached with a spell ready, only to be teased by the gnome. It took a fight for Gil and the gnome, whom he learned was named Lonmil, to respect each other. Over time, Gil began seeing the gnome as a brother.
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