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Character List

Please Do Not Post In The Characters Tab!
I will post accepted sheets, please put
them in a hider in the OOC section of the RP


Important NPCs




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Name:
Delsaran Taranath

Age:
33

Race:
Frost Elf

Appearance:
Delsaran sports long, snow white hair past his shoulders styled plainly with extended bangs, which, at times, he keeps in a ponytail. The Frost Elf has alabaster skin marred by various scars, though none draw too much attention to themselves. Pale lavender orbs watch the world with wary eyes, a common sight in the desecrated Reath. He stands at 5'7" and has a moderate build, showing that he is taut and traveled, but not martially inclined. His features are angular with almond shaped eyes and a thin chin. He now mostly dresses in the plum robes of the Priesthood of Relanthon that has a white sun embellished one the back. The robes are enchanted with divine magic which makes them more than conventional for travel.


Personality:
Del is a congenial man when caught at the right time. However, due to his responsibilities and the state of his charges, he is often under pressure and stress, and at times like these he is blunt and efficient. Del is a man with much to do in little time, and he doesn't like those who stand in the way of progress for his charges. He's a born leader, although admittedly not a strategist, and even though he is not near the top of the order, many in his clergy come to him for advice and assistance. Outside of town, Del is a strong willed and knowledgeable survivor of the wasteland that was once Reath, having spent much of his time with the clergy rescuing others and bringing them to safety. Despite this, he is really a friendly, warm person, who does his best to do the right thing. He tries to bring good people back to Urenda in hopes that they will look after the place whenever he is gone.

Morality/Religion:
Del is a priest of Relanthon. He has few oaths or commandments, but must act in accordance with his God's morals. The Elven God stands, resolutely, for doing the right thing in any moment, and protecting those who cannot protect themselves. He views life and nature, both, as sacred and will defend both until his death. The semantics of religion do not bother Del, he cares not for rivalries made in a world long passed, and instead focuses on the here-and-now and what he can do for the helpless mortals of Reath.


Biography:
(Coming soon to a forum near you!)

Other Notes:
N/A


Class:
Priest

Skill Points:
10 / 11

Fighting Style:
[2 SP] Spellsword [+1]: A priest is a force for good in the world, and by mixing his magic with physical prowess, he becomes a more efficient guardian. He wields a large staff with a bladed end as a weapon. He tries to keep a distance from attackers and attempts to disarm or distract with magic

Magic Style:
[0 SP] Relanthon's Divine Protection: The priest has access to the Creation school of magic through devotion to his deity. He specializes in the Life and Light aspects as a low experience caster. Shield spells, healing spells, and empowerment spells are specifically offered by this deity. Eventually, the priest will be able to summon the servants of this deity from their home plane.

Weapons/Tools:
  • [2 SP] Divine Robes: These robes are enchanted to resist damage. Because it is imbued with light, any shadow or demon that touches it will be burned.
  • [1 SP] Biting Staff: A five foot staff made of redwood with a sharp, with an 8 in. iron blade at one end and a weight on the other.

Skills/Abilities:
  • [1 SP] Cold Resistance: The elf grew up withstanding the harshest of blizzards and constant, extreme cold.

Natural Abilities:
  • [0 SP] Frost Elf: He can create sparks with his hands
  • [1 SP] Willful: He is strong of mind; he does not fell easily to Charm Magic.

Spells / Magical Abilities:
  • [0 SP] Light Shield: The priest creates a shield of light two feet wide by six feet tall. It creates a great light and shields against both physical and magical assaults for a short duration.
  • [0 SP] Blinding Flash: A bright flash of light comes from the priest, blinding any who don't shield their face, rendering them disoriented.
  • [2 SP] Heal [+1]: The priest can stitch together minor wounds and sooth burns.
  • [1 SP] Purify Food/Water: The priest purifies food and/or water for consumption.

General Equipment:
  • Rucksack, containing the following
  • Silver Relanthon holy symbol necklace
  • 3 days rations
  • Small hunting knife
  • 20ft hemp rope
  • Bedroll
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Name:
Kragen Mallor (AKA Demon Hunter Kragen)

Age:
32

Race:
Human

Appearance:
Kragen is 6'8" in height. He has light colored skin. He has short red hair. A beard covers the lower half of his face. There is a massive scar that goes across his face. He wears a black cloak.Under the cloak is fairly basic clothing. Attached to his back by a sling of sorts is a massive axe. Under his clothing his body is covered in scars from many battle wounds over the years. He also has a strange mark on his backside.


Personality:
To others Kragen usually seems like an very uncaring person. He rarely stops to listen to or respond to anyone. This is because he knows he has things he absolutely has to do and can not allow himself to be distracted from it. Still on the inside he is a very damaged person and everything he does is to ensure that others do not share his suffering.

Morality/Religion:
Kragen doesn't care much for any of the gods. He absolutely hates Derirt and all of his evil creations. He doesn't like him but Kragen is devoted to finding Kurladt.
Kragen doesn't have much of a system of morality. He simply feels an obligation to better the world by ridding it of monsters(even human ones) that would hurt the innocent. Other than that Kragen doesn't much care what happens to other people.


Biography:
Kragen was born into the old world. His father Krogan was famous in his city as a dragon slayer. Krogan and a team of warriors had been sent to deal with a dragon who had been harassing the city named Drachech. Krogan had dealt the final blow to the beast's head with an axe called Wyrm's Bane. Ever since Wyrm's Bane had hung above the fire place in the Mallor family home.

As a young child Kragen had often dreamt of becoming a hero like his father. His older brother had already joined the city's military. Kragen's father had trained him from the age of 8 in the ways of war. Kragen's mother discouraged it. She was concerned for Kragen. She argued with the peace in the world there was no need for more soldiers. Still Kragen's fascination continued.

Then The Great Decent happened. Kragen and his family were lucky enough to get out of the city. They hid for a good while in a small village. Kragen, his brother, and his father joined the towns guard. During the winter the town was assaulted by Derirt's demons. Abominations large and small destroyed everything. While defending the town a massive monster had struck Krogan. Krogan fell to the ground and Wyrm's Bane fell to his side. Kragen having seen this ran to his father. He then grabbed Wyrm's Bane and struck the monster with it. The monster seemed to fall dead. With the demon fallen Kragen went to tend to his fathers wounds. He didn't realize the demon he had struck was still alive. The creature in it's dying act bit into Kragen's back and sent a claw through Krogan's head killing him. Kragen quickly responding shook off the beast and buried his axe's head into the monster killing it.

A black marking appeared on Kragen's back. It burned with intensity. Kragen was in a panic. He looked around and saw the other guards overwhelmed by demonic monsters. He saw a demon rip off his brothers head. Kragen in his desperation ran from the village and didn't stop running until his legs refused to move.

For a long time Kragen wandered from place to place taking whatever jobs he could get. As Kragen roamed he found himself frequently assaulted by monsters. Every time Derirt's minions neared the mark on his back burned. Over time Kragen grew to welcome the pain. It was a warning. It kept him alive. Eventually Kragen met with a cleric who told him that the mark on his back was the mark of Derirt. The mark would attract any servant of Derirt to him. Kragen with this news found himself with new purpose. He now knew who had sent the monsters that had killed his family and cursed him. It was then he decided to devote himself to killing Derirt. Upon hearing this the cleric simply told Kragen that what he wanted was impossible. Kragen responded by saying "Then Ill die trying."

For many years Kragen searched for a way to kill the god. Eventually he ran into a group of dwarves who told him about Kurladt the Forge Master. A God who made armor and weapons for other gods. Kragen proceeded with the belief that Kurladt could forge a weapon that could kill a god. Still Kurladt was an Anti-God. Though according to legends he could be swayed with gold. To the end of gathering riches Kragen traveled to the port city of Urenda.

Other Notes:
Kragen over the years has gained himself a reputation for killing demons.


Class:
Great Weapon Fighter: A warrior skilled with a weapon of great size and weight.

Skill Points:
1 / 7

Fighting Style:
Fighting Style[+1]: Great Weapon

Weapons / Tools:
  • Wyrm's Bane: A massive battleaxe created for purpose of slaying dragons and other large monsters

Skills / Abilities:
  • Great Leap: Character can jump a fair distance with weapon drawn

Natural Abilities:
  • Natural Affinity[+1]: Strength
  • Pain Resistance: Character has a high tolerance for pain

Spells / Magical Abilities:
  • Mark of Derirt: Any time Derirt's minions near this mark on Kragen's back burns intensely.

General Equipment:
  • Satchel
  • Some basic food items
  • Bandages
  • A simple knife

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Name:
Jakken Pantyr

Age:
269

Race:
Moon Elf

Appearance:
Jakken is 6"3 in height. His hair is black like a moonless night, cascading down and ending at the middle of his back. His skin is pale white, his face long and clean-shaven. his eyes are blood red in color. He wears leather armor, including greaves, vambraces, boots, gloves and a belt. Over that he wears a robe that reaches just under his knees. Over his shoulder is a quiver filled with steel tipped arrows laced with Hemlock. On his back he carries an ash flatbow.


Personality:
Jakken is quite arrogant and condescending. He looks at any non-elf as a lesser being, unworthy of his attention. He is brave, almost to the point of foolishness, because of his thinking that no creature can defeat him. Some might call him selfish, but he does care very much for his brethren and he does his best to assist any Moon Elf he encounters. Regarding his enemies, he is merciless and ruthless.

Morality/Religion:
Before The Great Decent Jakken was a devout follower of Sylsetria, as were many elves. Since The world went dark, Sylsetria has become weak and almost helpless, and so Jakken left her following, with the belief that she has deserted her people. Now Jakken pays homage to Elanom, The Lady of the Night. Nothing is wrong to Jakken when protecting his people.


Biography:
Growing up as the son of the king of Marduil, the biggest Moon Elf tribe in the land, puts a lot of pressure on a young elf. He was supposed to be smarter, faster, stronger and better looking than all the other elves in the tribe. His father was very distant, showing him any attention only when he would win a competition or come back from a good hunt. The only time he saw his father show any kind of feelings was when Jakken's mother died.

His father's expectations, as well as the rest of the tribe's, caused Jakken to put almost his entire time into studying. Archery, tracking and magic were only some of the things he learned during his first two-hundred and fifty years. On his two-hundred and fiftieth birthday, he set out into the dense forests on his mission.

It is a Marduil tradition that when an elf comes of age at his or her two-hundred and fiftieth birthday, that elf must choose a mission for himself. Then he proposes his mission to the council of elders who decide if it is a honorable mission or not. If they agree to it, the elf will set off to complete his mission, and not return until he has done so. If the council disapproves the mission, the council will choose a mission for the elf, which the elf then will have to complete.

When Jakken came forward before the council with his proposal, the elder elves were amazed. They quickly agreed to his proposal, and so the next day, Jakken set off. His mission: To speak face to face with Sylsetria, his matron goddess. He was out in the forests when The Great Decent happened. With everything falling and dying around him, he started to believe that Sylsetria does not really care for her followers. Caring for his tribe, Jakken returned to his tribe's city. What he saw there made him fall to his knees and weep.

Only ruin. Ruin and death. All the beautiful buildings he remembered from his childhood destroyed, huge pieces of stone laying in the streets. It was as if a huge fire-breathing giant had ran through the city, utterly destroying everything in his path. Jakken walked among the ruins, searching for life. So many bodies lay in the streets, pouring their blood into the gutters.

Jakken left the city with one goal in mind. Find Sylsetria, and avenge his tribe. He has heard whispers that a man only known as "Demon Hunter" has arrived in Uranda who has found a way to kill a god. He is known to have a huge red beard and carry a great battleaxe. Jakken must speak with this man, and find out the truth. If he will not speak, Jakken will make him.

That is how Jakken arived in Uranda.

Other Notes:
(Anything you want to add)


Class:
Ranger

Skill Points:
0 / 6

Fighting Style:
Fighting Style: Archery - 0 SP

Magic Style:
Arcane Knowledge of the Wild: Jakken spent almost his entire life training with royal rangers and royal mages in the art of the wild. The mages taught him to tap into his mana and cast Primal spells, though Jakken specialized in the Natural Aspect and the Illusion Aspect. - 1 SP

Weapons / Tools:
  • Ash Flatbow - 1 SP

Skills / Abilities:
  • Tracking: Jakken has learned the basics of forest tracking from some of the best trackers in the realm. Using all of his senses in their fullest, he tracks his prey. - 1 SP

Natural Abilities:
  • Moon Elf: Jakken has the ability to see in low-lighted areas and with infrared (heat) vision. - 0 SP
  • Natural Affinity: Quickness - 1 SP

Spells / Magical Abilities:
  • Animal Tongue: Through studying Natural magic, Jakken has gained the ability to telepathically communicate with most animals. - 1 SP

Miscellaneous:
  • Young Gray Wolf - 1 SP

General Equipment:
  • Water Canteen
  • Some Food
  • Small Knife

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Name:
Taric Vesero, “The Butcher Lord”

Age:
42

Race:
Human

Appearance:
Taric is a man of moderate size, standing near six feet with a slim build. Loose, tattered clothing adorns his skin, dark breeches and coat covered by a threadbare hooded cloak, deep brown in color. A mop of graying blonde hair frames his face, cut in rough ends near his shoulders. His green eyes are narrow and creased, a contrast to a small, straight nose and smooth lips on a pale face that might have once been handsome. Taric is usually seen with a large travelling pack and never seen without his sword belt, with a blade on each hip.


Personality:
Taric is often compared to a wild animal. He bears no social stigma, no method when it comes to interacting with others; he simply does as his impulses demand. He often ignores the common rabble, but when someone takes his interest, he will immediately pursue them. Most of Taric’s pursuits end when his target is either robbed, killed, or scandalized. Occasionally a cause will sweep him up, and within such a cause he can be docile, or even cooperative, with a goal to seek and keep him from the machinations of his mind. When Taric is calm he is often dire, speaking little and more often mumbling cryptic secrets.

Morality/Religion:
Taric has no thought to spare for religion, or anything beyond the scope of his physical being. He simply analyzes his surroundings, and acts on instinct and whim. His view on the concepts of good and evil are quite vague, and he believes instead in action and reaction. The descended gods are only another obstacle in his reality, one which may or may not intrigue him on any given day.


Biography:
To many, Taric is known as the Butcher Lord. It is common knowledge that he was once a noble in service to King Elrin, and a fairly amiable one at that. It is also common knowledge that his wife, Frejna Vesero, was lost to a fever, and it is believed that her death is what broke his mind. After several months of confining himself to his keep, Taric invited many other lords to dinner, lords whom he was very close to. Taric slaughtered them all that night, hacking away their limbs in a frenzied trance, and did not stop until the last survivors of his servants fled the estate.

It is unclear what happened to Taric after that night, but nearly a year later rumors began to surface. He was leading a large band of men, preying on outlying nobles and amassing a larger army. Taric proved a formidable foe and expert strategist despite his madness, but his men were untrained and too few, and after several skirmishes with the bannermen of lesser lords, Taric’s rebellion was quelled. He fled into hiding once more.

The First Descent put a true end to Taric’s campaign. Over the subsequent years, his band retired to fighting the extraplanar beings that invaded the land. It was a losing battle. After a failed expedition to a fallen town to recover resources, Taric lost the remainder of his army, and has since retreated to the outskirts of Urenda.

Other Notes:

Class:
Dual Swordsman

Skill Points:
0 / 7

Fighting Style:
Dual Swordsman - Taric wields a blade in each hand, dancing like a whirlwind of razors. (free)

Magic Style:
Hel's Gate - Somewhere in Taric's mad ramblings, a dark magic infected him and manifested itself in otherworldly chants and incantations. These incantations open a channel of mana within Taric's body known has Hel's Gate. The Gate's power possesses his mind, shattering rational thought, but allows him to call forth dark energy. This dark energy alters the fabric of the mortal plane in some way, often manifesting in illusions of the mind. The more it is used, the greater its power becomes, and the further Taric slips into insanity. (1 SP)

Weapons / Tools:
  • Longsword (free)
  • Shortsword (1 SP)

Skills / Abilities:>list][*]Military Strategy (1 SP)/list]
Natural Abilities:
  • Natural Affinity: Quick Reflexes (1 SP)

Spells / Magical Abilities:
  • Swallow Dance: Casts multiple illusions of his blades, confusing opponents as he slashes. Creates 2 illusion blades per slash for 3 slashes. (1 SP)
  • Shadow Mist: Covers a wide area in a black fog, obscuring vision. Covers a 30 foot radius around the caster and lasts for 1 minute. (1 SP)
  • Nighteye: Enables night vision. Lasts 1 hour. (1 SP)

General Equipment:
  • Travelling Pack
  • Wineskin
  • Coin Purse
  • Skinning Knife
  • Rations
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Name:
Dalgun Battlehammer

Age:
130

Race:
Iron Dwarf

Appearance:
Dalgun is your textbook image of a Dwarf. Four feet, 3 inches tall with a braided fiery red beard and furiously determined eyes. He wears plate mail crafted by a close (now dead) friend of Dwarven steel, trimmed in gold and adorned with Dwarven runes. These runes hold no power but are merely décor. Dwarven codes of honor forever engraved. He carries an Axe at one side and his Hammer on the other.


Personality:
An honorable and righteous soul, Dalgun will always fight fair and protect those who cant protect themselves. He also makes light of battle, often singing, jesting, or laughing as his axe rends flesh and his hammer crushes bones. Dalgun is also (as many Dwarves are) a heavy drinker and carries a horn of ale. A lesser known side to this Dwarf is the nostalgic side. The part of him that remembers the 'good 'ol days' and sometimes leads him to remorse, an all to common occurrence among those old enough to remember how good life used to be.

Morality / Religion:
Dalgun was a warrior smith before the First Descent and a devout follower of Kurladt. Betrayed by his god, Dalgun abandoned his forge and crafting to focus his rage against the many beasts that roamed the world.


Biography:
As old as he is, it is quite safe to say Dalgun was born into the old world. His childhood was much like other Iron Dwarves in the City State of Kord'An. Kord'An itself was on the fringe of Dwarf territory within the deep places of the world and followed the architecture typical to the Dwarven race. Many of its buildings were dug into the rock face of the caverns and were simply smaller caverns themselves with ornate doorways. Kord'An lay in a cavern of monstrous proportions though so there were standing structures, as well as a sturdy wall around the city. The central Government of the City State was a Monarchy and thus a palace hung from the cavern roof like a massive stalactite in the center of the city. A Large, intricate stairway connected the bottom most level of the palace to the city streets. This design prevented a massive invasion of the palace by infantry.

Long had Clan Battlehammer been recognized among the Dwarves for their warriors and smiths. Durin Battlehammer, Dalgun's father, had been the Kings personal smith while other members of the family served as officers in the army. Durin taught Dalgun the ways of Kurladt and the anvil. Through his father, he too became a smith worthy of recognition. It was Moradin, brother of Durin, that taught Dalgun the ways of the Battlerager.

To fight with your heart and soul and let your passion drive your arm to slay your foe! To take heed and answer the call, to axe and Hammer do the wicked fall! A song of honor and valor we sing, the Battlerager's wrath to you we bring!

The Battleragers chant, and code. Battleragers were an organization of warriors dedicated to upholding justice and defending those who could not defend themselves. Most comfortable when surrounded, small numbers of foes held little interest to the crazed defenders. Dalgun and his brethren prefered when the odds are stacked against them and find themselves outnumbered. Being outnumbered got the blood and adrenaline flowing quickly and heightened ones fear of death, therefore increasing the willingness to survive and by doing so causing the warrior to fight harder.

Under the tutelage of Durin and Moradin, Dalgun learned his trades quickly and exceeded expectations. His combat training consisted mostly of actual combat against roving bands of goblins and other ilk of the caverns. At 40 years of age, Dalgun was dubbed an official Battlerager of Kord'An. This is also the day he forged his axe and named it Moradin after his uncle, who taught him the ways of war. And when Durin, Patron of Clan Battlehammer, gifted his son with his most magnificent Hammer. Dalgun named the weapon after his father, who passed on his knowledge of Kurladt to his son.

The city of Kord'An was unaware of the goings on of the surface and the proceedings of the First Descent... and would have continued to do so had it not been for the smithies. Dalgun had been at his Father's forge, crafting a battle helm for a fellow Battlerager, when the signs first began. The forges fire burned low, cold, and could not smelt the ores. Steel cracked and his smithing tools splintered. Ingots showed impurities.. Dalgun and albeit many other smiths in the city knew instantly what had transpired. Kurladt.. their patron god of the forges.. had abandoned them.

Not more than a week after the smiths reported that, the city fell under siege by the beasts of the tunnels. Ever the roaming bands of mindless creatures, suddenly they were driven and focused and whats worse they were at the walls. Climbing, smashing, doing what they could to get inside. Goblins, trolls, spiders, orcs, umberhulks, to name but a few of the creatures assaulting the city. Kord'An was caught off guard but not crippled. The Dwarves quickly mounted a defense and bought time for the citizens to retreat to the palace which would be much easier to defend.

The siege lasted for more than three years before the horde of beasts began to disperse. Not before killing half of the population of the city, though. It was the King's decree that a party be dispatched to the surface to discern the source of these events. The abandonment of their god and the horde of monsters..

A party of six was chosen (the smaller the group the easier they could slip by their enemies) and Dalgun volunteered. Two of the six fell in the tunnels before they could break the surface. The remaining four emerged from the underdark the find that the world was much different than it'd been before.

The Dwarves sought answers, traveling throughout the old human kingdom and finding naught but death and destruction. They lent their axe and hammer to any in need they found and thus committed themselves to helping the surface dwellers while they searched for answers.

Over the last 17 years, the other three Dwarves fell in battle and only Dalgun remained. Devoted to bringing justice and hope to this diminished world. The palace of Kord'An, his home, may still stand (or hang, rather) but he would not return until this deed was done.

Traveling and combating the monsters of this new hell, Dalgun now finds himself in the port city called Urenda.

Other Notes:
N/A


Class:
Warrior - Battlerager

Skill Points:
0 / 6

Fighting Style:
Battlerager (dual wield hammer and axe)

Weapons / Tools:
  • Moradin- His one handed Axe crafted by himself deep within the forges of Kord'an and enchanted by the Diamond Dwarves of that city so that it may never rust nor feel the effects of time.
  • Durin- A hammer, crafted of ore fallen from the stars and given to him by his father long ago. Durin, due to Dwarven craftsmanship and unique alloy, is remarkably light despite its bone shattering capabilities.
  • Heavy armor. 2 sp

Skills / Abilities:
  • Battlerager's tenacity+ - As a Battlerager, Dalgun can fight for extended periods despite his heavy armor and bone crushing weapons.

Natural Abilities:
  • Dwarven strength- Dwarven warriors are known for their strength and Dalgun is no exception.
  • Pain resistance- Can take hits that would stop most others in their tracks, or do things that most others cant (such as head butting an Orc in close combat)

General Equipment:
  • N/A
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Name:
Harvey Klossner

Age:
18

Race:
Werebat

Appearance:
In human form, he often wears a dull gray cloak over his sleeveless tunic and trousers. In bat form he resembles a fox bat. He is tallest in Human form, standing at 4'8", his bat form is only slightly larger than a fox bat. Hybrid form he looses about six inches of height but can fly for short distances.


Personality:
Very withdrawn, likes to avoid attention, but isn't afraid stand up for himself or something he believes in. Harvey is a devout priest of Elanom. His morality is based mostly on practicality. However, he believes that the divine gods have become evil in their betrayal of their own adherents. He genuinely hopes to bring Mitchin the Deranged, as Harvey calls him, to justice; though he knows the task is dauntingly nigh impossible.

Morality / Religion:
Harvey Klossner is devout priest of Elanom. Good and Evil are not simple things. And they do not always coincide with Right and Wrong, respectively. His morality is complex, the divine are evil, because they have betrayed the worship and trust of their adherents. Those gods that still fight for Reath, are Good, because they are rewarding years of loyal service given to them by generations of their adherents with faithfulness and goodwill. Mortals are rarely all good or all evil, most are a mixture of the two, even Harvey.


Biography:
During the first descent, his colony was ravaged by one of the tremendous storms, having taken up residence in the lofty towers of a major city on Reath. His parents and some of their friends had been on vacation traveling the world enjoying their youth. They survived the two following descents as well, but each decent cost them more friends and allies. They soon found themselves alone in a shallow cave, hunting and foraging for their food. It was here that I was formed, and birthed. My birth killed my mother, So I was born a murderer. My father died when I was young, only eight years of age, fighting off a band of brigands, come to steal whatever we had and enslave us too. I escaped them during the fight, no one suspected the small bat flying away to be anything but a bat.

Harvey's father instilled in him the his sense of morality, and his sense of devotion to the Lady of the Night, Elanom. His colony has worshiped her for centuries, and she has not abandoned them yet. Harvey has heard stories of Elanom coming down to Reath to aid the survivors of the descents, but has yet to see her in any for he'd recognize. He arrived in Urenda a few days ago, and has poured himself into aiding the priests of Relanthon in clearing the town of shadow-walkers as best he can.

Other Notes:
Harvey will take offense at slights directed to Elanom. Insults directed at him personally or even his colony, have little effect on him however. Theme song


Class:
Priest, The Lady of the Night

Skill Points:
0 / 6

Fighting Style:
Fights with two daggers, one in each hand points up. He can use them equally well with his hands in human form, and his feet in hybrid form, though he cannot use them at all in bat form.

Magic Style:
Harvey's use of magic feels very natural to him, it seems to come from within, but he feels it is strongest when used to glorify and serve The Lady of the Night directly. He believes his power is a gift from Elanom. His magic is bound within the school of creation, and he specializes in summoning with a slice of life on the side.

Weapons / Tools:
  • Two blades of twenty centimeters in length, with a point along the inner edge (kinda like this -[###/ ) the blade is 7.5 centimeters thick. They are made of an unusually strong black material that doesn't seem to rust or corrode.
  • Unusually sharp fangs that rend flesh with ease.

Natural Abilities:
  • Blind-sense 10 meters

Spells / Magical Abilities:
  • Summon Vermin, from three fine creatures up to one small creature
  • Heal Target, Minor
  • Summon Guard, One Nightling(any creature of the night) that stays for one to three hours depending on its size and power.

General Equipment:
  • Travel Sack, provisions for three days and extra coin in a hidden pocket.
  • Bedroll
  • One dead-eye lantern:(red, concave lens{narrow beam up close, broad beam at a distance})
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Name:
Koe Henir

Age:
32

Race:
Human

Appearance:
Koe is possessed of pale skin and eyes of a deep brown, almost black colour, with a thick mop of messy black hair atop his head; he is moderately muscular, with a chiseled face and a set of seven circular scars across his chest in the pattern of a relatively famous constellation, and he is about 186cm tall. His clothing consists of blue trousers composed of a dense flannel-like substance, a red undershirt, a simple vest of the same colour and material as his trousers, two brown leather shoulder pads, and black shoes; this is usually hidden beneath a brown travelling cloak that covers his entire body, complete with eye-shadowing hood.


Personality:
Koe is generally a very calm and pragmatic individual, whose personal philosophy dictates that he try to defuse tricky social situations when possible. He is not fond of fighting others, and will avoid doing so if possible, but is direct when it comes to ending fights decisively - he will use as much force as is necessary to stop somebody from attacking him, and if it is the case that he is forced to kill them to do this, then so be it. That being said, he is not fond of those who would make the situation any worse than it already is for the inhabitants of Reath, and tends to count, for instance, bandits as a social situation to be defused, with as much strength as is necessary if worst comes to worst; also, it is occasionally the case that one may find him staring off into nothing, with what might be mistaken for a sorrowful look in his eyes, before he snaps back to attention.

Morality / Religion:
Koe pays at least casual heed to most remaining gods that still see merit in the mortals of the world, particularly those of the human pantheon, but shows a surprising degree of deference towards Elanom, apparently staying up late on many nights to worship her specifically. This is perhaps justified, as both parties seemingly feel that they should do what they can to assist the remaining mortals of the world, though in Koe's case, he is somewhat more aggressive when it comes to situations where one mortal party is choosing to harass another.


Biography:
Adopted by the famous martial arts master Raika alongside four other children, Koe was always quite a curious individual, and took up practice of his master's martial art, Kaze a-Raken, a.k.a. The Fist of the Gods, in a bid to become its successor. The art in question was one that followed a particular rule of succession - namely, that there could be only one master and one student of it at any given time, and for the longest time, it seemed that its successor would be the oldest and most skilled brother, Raga, as the second-oldest Tukoeh chose to abandon practice of the art and develop an alternate, more passive fighting style of his own, whilst the third-oldest Kaje repeatedly proved himself far too cruel and unfocused to be suitable for further training, at one point even threatening Koe's own life, but failing to overcome him and ultimately being severely injured by Raika for his indiscretion.
Alas, it was not long before the Descent came upon the world, and the four brothers were scattered to the winds in their respective struggles against the subsequent apocalypse.
Koe spent the majority of his teenage years alone and wandering, finding that he dare not attempt to continue training up what little martial artistry he knew, for fear that he was not worthy of the title of successor. Far too often, though, he found that the few remaining mortals of the world were as cruel to each other as the demons that marauded across the remaining habitable land, and after a particularly bad encounter in which his body was scarred in the pattern of Kaze a-Raken's own inspirational constellation, he finally decided that he would train to save the mortal races from themselves, even if fate did not wish for him to succeed, and began mercilessly practicing what little of the martial art he was still capable of, focusing in each case on a single aspect to perfect each technique as best he could by his own merits.
It was during this period that he met the woman who would prove to be his soulmate, a ground elf named Jaen of blonde hair, bright blue eyes, and an optimistic personality that saw the best in everyone in spite of the fact that some foul demonic illness constantly threatened her life, which drew Koe like a moth to a flame. The two relatively quickly fell in love with one another, and spent many happy years together, until the day that a raiding party attacked their settlement and stole Jaen away. Koe once more took to the road, following leads that would, no more than a couple of months after Jaen's abduction, take him to Urenda, hopeful that perhaps he might reunite with Jaen once more, should bandit, demon, or her own failing health have not yet taken her from the world.

Other Notes:
Koe's past experiences have ingrained somewhat of a fear in him that he is "not good enough", which has driven a lot of his development; telling him that he cannot, for whatever reason, help out in a situation is one of the few things that is likely to break his cool, and repetitive instances of such from any given person are likely to anger him to the point of rage.


Class:
Monk

Skill Points:
0 / 7

Fighting Style:
Koe practices Kaze a-Raken, or the Fist of the Gods (0 SP), a martial art originally developed by ancient sun elves that, through minor use of mana to enhance physique and perform relatively minor feats of will, is primarily designed to kill one's opponents even through armour with just the user's hands, though it can also be utilised for, amongst other things, permanently mutilating one's foes and negating the force behind both armed and unarmed assaults. Alas, Koe's training in the art is nowhere near complete, and he has been forced to rely on a few moves of substantially lesser strength than those present in the martial art's true form, though he generally makes up for this with creative uses and combinations of those techniques he does possess.

Magic Style:
N/A

Weapons / Tools:
N/A

Skills / Abilities:
  • Teten-Reka Kaze, a.k.a. Hundred-Strike Fist (0 SP): Utilising a combination of crushing palm and fist blows and piercing finger strikes, typically alongside the induced trance state of dyl-Dracken Kovos (see below), Koe strikes a target a great many times in just a few seconds. True masters of this technique can strike a target a hundred times in just a few seconds even without enhancement (hence the technique's name), shattering bone and rending flesh with each strike; Koe's version, whilst coming relatively close to emulating the speed of such an attack, has nothing like the raw power behind each strike, mostly relying on the extreme number of blows dealt and dyl-Dracken Kovos' trance to subdue foes. To wit, this merely describes the most effective nature of such a technique, the "Hundred-Strike" portion being somewhat of a misnomer - strikes can be removed and their force reduced as needed, such that Koe may deal as much or as little damage to a foe as he desires; along the same lines, additional attacks may be added on to the end of this technique to increase the overall damage dealt if needed, though more attacks obviously take more time, and stringing attacks together for too long obviously runs the risk of gradually tiring Koe out.
  • Ulsir vot-Dracken, a.k.a. Breaking the Dragon's Wings (1 SP, +1 Upgrade): An extremely fast and powerful attack made with a knife hand, the mastered version is intended to completely mutilate or even sever limbs and/or extremities such that they can never be used again, though it is equally as effective at mutilating and severing heads or bodies if aimed correctly, and will typically shear through armour like butter to boot; Koe's version is certainly relatively powerful, able to slash about two inches into unprotected flesh, even dealing damage through hardened leather armour, but is nothing like as powerful as the full-power technique. Often tacked on at the end of a Teten-Reka Kaze by Koe as a finishing strike, or to kill opponents that he sees no need to waste additional energy upon.
  • se-Velsis Reka, a.k.a. Sealing Strike (1 SP): One of the few inherently non-lethal attacks in Kaze a-Raken, this technique targets pressure points on a foe in order to paralyse their muscles, forcing them to go limp for several minutes at a time, and those Kaze a-Raken masters who possess magic can use it to enhance the paralysis effect or even disrupt the foe's mana channelling capability. Evidently, Koe's version of the technique is noticably weaker - his Sealing strikes tend to cause only momentary muscle spasm on their own, and his lack of training sometimes catches him out when trying to find a pressure point to target; as of current, the move is more useful for the purposes of throwing off an opponent's accuracy than paralysing them for extended periods of time, though this can obviously open them up for more lethal blows if need be.

Natural Abilities:
  • dyl-Dracken Kovos, a.k.a. Sun Dragon's Breath (3 SP): The technique of Sun Dragon's Breath is one of the fundamental principles of Kaze a-Raken, and one of the major reasons why it can be so immensely destructive, yet it is one of the most difficult aspects of the art to fully master. In principle, however, it involves manipulating one's breathing in order to put oneself into a lucid trance of sorts, during which the body is, supposedly, filled with the power of the sun itself. In practice, what this actually does is channel mana to maximise the user's potential with their current physique, allowing them to access up to 100% of their strength, speed, and toughness, as opposed to the mere 30% or so that most others are capable of utilising; in essence, their physical strength, speed, and damage resistance is more than tripled whilst in trance state, making the user a force to be reckoned with for most common foes. Koe has not mastered this technique, and in some sense has developed a slightly different technique in and of itself - as of current, the trance he enters allows him to access up to 60% of his physical ability rather than the full 100%, a boost of roughly double his normal physical power, but the trance itself is not passively maintained by patterned breathing during combat as it is with the standard form of the technique, instead requiring Koe to perform his breathing prior to entering the trance, and then remaining in trance for about 50% longer than he maintained his breathing for. All that being said, no mere mortal was meant to wield the power of the sun: whilst a true master can circumvent any negative side effects through stamina training, amongst other things, Koe's imperfect form of the technique can, if he sustains it for too long, begin tearing his muscles apart, since the human body did not evolve to utilise that much strength at a time, and certainly not for as long as he can maintain it.
  • Drevel el-Lyka, a.k.a. Fluid Moon (1 SP): One of the biggest strengths of Kaze a-Raken is its fluidity, the ability of its user to switch from one attack form to another in an instant. Unlike many of the martial art's finer points, this fluidity is not lost on Koe, and he is quite capable of stringing his combat techniques together in a variety of ways, for instance inserting se-Velsis Rekas into the attack flurry of his Teten-Reka Kaze to ensure that foes remain off-balance and unable to fight back. To some extent, this fluidity bleeds over into his personality, granting him a certain degree of creativity in many situations outside of combat.

Spells / Magical Abilities:
N/A

General Equipment:[indent]
  • Storage bag;
  • Supply of dried food;
  • Minor valuable trinkets, gathered to sell to others;
  • Spare change, with most excess money spent on food and shelter;
  • A locket containing a magically-induced image of his family members: Raika, Raga, Tukoeh, and Kaje, as well as himself.
Hidden 9 yrs ago Post by Orior
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Member Seen 9 yrs ago



Name:
Orodyuke Equites

Age:
177

Race:
Diamond Dwarf

Appearance:
Though some streaks of black in his hair remain it has mostly turned white with age, giving the impression of ashes. Combined with his pale complexion and icy blue eyes Orodyuke has a somewhat ghostly, faded appearance. His features are lined and deep set. Only the trim and immaculate beard sported by his chin shows signs of life and that the diamond dwarf takes any care of himself. He possesses the dense, beefy musculature typically enjoyed by his race, but stands slightly short at just under four feet. Typically garbed in a simple leather jerkin and pants beneath a dark green traveling robe, he wears his shortsword belted on at his side and a pack across his back, with his pipe within easy reach.


Personality:
Bitter and world weary, Orodyuke is a shadow of his former self. Prone to being gruff and withdrawn, he is also almost paradoxically interested in the stories of those around him, and is a great believer in the capacity of people. The suffering he sees gives strength to the seething anger he holds for Mitchin and his kin, and his desire to protect and avenge those betrayed by their gods.

Morality / Religion:
Having formerly been a devoted priest of Kurladt, the betrayal of the god shattered Orodyuke’s trust in the divine and left him shaken. For a time, he no longer knew what to believe in. But seeing how the mortal races continued to strive and persevere rekindled the determination within him, and with it a desire to put right what his patron god has wrought. He holds no apathy for the remaining gods, but wishes fervently for mortals to be able to defy their oppressors under their own power.


Biography:
In the golden age of plenty prior to the Great Descent, Orodyuke was a famed priest of the god Kurladt, and upheld his values as a smith and enchanter in the Diamond Dwarf city wherein he dwelt. The world was a wide and bountiful place, and many came from across the land bearing gold and other treasures to his hearth. Orodyuke gave these in offering to the god, who rewarded his follower with the powers to forge wonders from steel and mana for those who needed them. He plied his craft for over a century, hammering out the god’s will and deriving satisfaction from the quality his creations brought to people’s lives.

Then without warning, the days came when the Great Creator turned Destroyer, and a blight came to the land. Terror grew in the hearts of the people, who spoke of whole cities levelled with a breath and shadow beasts sweeping through tunnels, killing everything they encountered. Realizing death was closing in, Orodyuke abandoned his forge, taking only his hammer, and distributed what artefacts there were to the few warriors they had left, and attempted to lead his congregation up to the surface before it was too late.

The abominations fell on them a few hours outside the city. Weapons of legend, charged with the powers of the elements beat uselessly against their armoured hides, and shattered in their bearer’s hands after but a couple of blows. Armour crafted to resist the strongest magic collapsed under their rending claws. It was then with horror that Orodyuke realised that these creatures sent to kill them were of Kurladt himself, and all hope was lost. The blood of his people soaked the tunnels, and only those weapons that were not forged by the god-smith’s power seemed to help withstand the monstrosities.

When at last the few survivors who had managed to break free reached the surface, what greeted them was a world of death and despair. The dwarves tried to find somewhere safe to hide, but after losing everything from his home to his religion Orodyuke needed answers, and so set off again soon afterwards. The things he saw shook him to the core, but the efforts of those who still struggled helped him find his lost sense of purpose. He vowed to do everything he could to help restore the world, and make the gods feel their mistake.

He now travels, searching for ways to combat the descent and the Creeping Death without relying on the gods, and with that aim has arrived in the port town of Urenda, one of the few remaining places that supports a sizeable population.


Other Notes:
- The condition is not severe, but the years spent pouring over a forge and being a strong smoker have left Orodyuke weak of lung.
- Having spent little time outside his homeland, Orodyuke has a rather thick accent.


Class:
Mage (former priest)


Skill Points:
6 / 6


Fighting Style:
[1SP] By the Book: Orodyuke has drilled with a variety of weapons in order further his understanding as a smith, however he has little actual combat experience which makes his swordplay very standard and inflexible.


Magic Style:
[Starter] Mana Weaving: Though relatively new to magery and inexperienced, Orodyuke brings with him his experience with infusing mana and knowledge of metallurgy to access the Elemental and Natural aspects of the Primal magic school, specialising in manipulating spells and bolstering his allies’ equipment or weakening his enemies’.


Weapons / Tools:
  • [Dwarf] An old shortsword that was originally forged and enchanted by Orodyuke back in the day as a showpiece to complete his apprenticeship. It was enchanted to never rust and withstand the test of time.


Skills / Abilities:
  • [1SP] Smithing: Orodyuke is a practiced smith.
  • [1SP] Enchanting: Though the gifts granted to him by Kurladt are gone, Orodyuke remains knowledgeable in the art of enchanting.


Natural Abilities:
  • [Diamond Dwarf] Enchanting: As a diamond dwarf, Orodyuke is a natural enchanter.
  • [1SP] Magical Affinity: Though most dwarves seem to be less effective at accessing and manipulating magic, Orodyuke does not seem to suffer from this trait.


Spells / Magical Abilities:
  • [Starter] Dispel: Breaks or negates the effects of a spell in progress. Effort required relative to strength of the magic in question as well as the “amount” of the magic being dispelled. Mostly limited to effects that would vanish by themselves after a duration. (e.g magical barriers, an ally has been rooted to the ground etc).
  • [1SP] Fragile: Renders target material brittle and crumbly by targeting the molecular structure.
  • [1SP] Thunderstrike: A bolt of lightning springs from the caster to the target, which can be sustained if desired, though the caster can do little else while this is happening due to the concentration necessary. Other than damaging, the spell is designed to stun or impede enemy movement. More resilient targets require more effort to be expended.


Miscellaneous:
N/A

General Equipment:
  • Pack
  • Small amount of money
  • Two days supply
  • Large forge hammer
  • An old pipe, enchanted to ease breathing
  • Empty tobacco wallet
Hidden 9 yrs ago Post by Orior
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Member Seen 9 yrs ago

Name:
Cirel Searyn


Age:
172


Race:
Ground Elf


Appearance:
Cirel stands at 5'11", with a lean but slightly muscular build. Shoulder-length straight copper hair pushed behind her ears keeps both her sharp features and gentle but weary hazel eyes visible. A tan tunic and bown pair of breeches is worn underneath a dark olive cloak. A small pack lies under the cape, along with a belt around her waist that holds a sheath and, in it, short dagger.


Personality:
To others, Cirel is easily seen as outgoing, cheerful, caring and helpful. In reality, that is true, but so because she is overly stubborn, putting on a cheerful face no matter the circumstances, and not letting it easily falter. She does so hoping to inspire people no matter how troubled she actually is, and helps people for the same reason. She is very determined to see her goals through to the end.


Morality / Religion:
Cirel silently prays to the majority of the Ellu'vun Pantheon, ignoring rumours of dissention in it since the Great Descent, hoping that they were all still pure regardless of what others claim. She believes that harming innocent people is atrocious, and believes that protecting those that can't defend themselves is the moral thing to do.


Biography:
Cirel was born into a large but poor family travelling a nomadic tribe that lived on the fringes of the forest Catanna. Her family made its living raising livestock for both food and trade. It was a relatively simple life, and she liked it. She slowly became determined to defend this simple lifestyle as she grew up. This determination eventually lead to the conclusion that joining the local militia would be the best course of action to achieve her goals.

The militia training was overall less formal than usual military training. There was not as much focus on military science and tactics, but instead focussed on finding and catering to her strengths. There were several natural capabilities that were soon found and exploited during her training. By the end of the training, she was fairly proficient with a pike, along with being able to cast a few basic spells.

Since finishing her training, there was nothing particularly noteworthy that happened in the tribe until the point of the Great Descent. When the Great Descent happened, the tribe hesitantly came to the conclusion to go deeper into forest. They survived alone for a good while, having foregone trading with other tribes and living without outside influence. The frequent attacks from shadows later had lead to numerous deaths in to both civilians and especially the militia. Cirel was often acting as the last line of defence, watching the more experienced soldiers sacrificing themselves as she defended the citizens.

The remaining members of the tribe soon realized that it would be futile to try and live by themselves. The shadows would eventually win if they tried to stand firm, so the decision to flee and hopefully find other survivors, and hopefully their own survival, was eventually decided. Not knowing which direction would lead to salvation, they split into four equal groups, determined on hoping that four groups may have better survival than one larger groups. The group Cirel was in eventually found its way north east, actively avoiding all but a few shadows and sustaining few losses before arriving at the High Road. Following it for a while, they spotted a few human, elven and even dwarvern survivors, but never engaged in conversation, as the majority were shocked by the fact there were other survivors.

The groups was eventually lead off the road and settled inside a small forest, determined to stay put and temporarily resettle as they let their livestock repopulate. Perseverance and great luck cause this to last for almost two decades longer than expected, as they settled down and some smaller nomadic groups eventually joined, to the point that they created a community that was eventually too large to easily move and without attracting attention and they were forced to reject other groups to prevent . They also had became a popular waypoint that traders were willing to visit, so they did not want to risk losing the information they brought.

Even with the built up community, it only took an unexpected raid from mercenaries looking to cause havoc to scatter the group. Civilians and militia were once again ruthlessly killed. Cirel desperately lead a small group of civilian evacuees out of the settlement, all of which had practically no time to gather things before heading onto the High Road. Having heard of rumours of a port city, Cirel set that as their destination.


Other Notes:


Class:
Warrior - Foot Soldier


Skill Points:
6 / 6


Fighting Style:
  • [1SP] Polearm [+1]


Magic Style:
  • [1SP] Hith's Assault - Named after a renowned captain of the guard who gave his life in defense of his people, this style is one of many optional magic styles taught to soldiers by their superiors when they start out. Focusing on the Primal school, particularly on elemental, with it first teaching guards to cast simple projectiles before teaching them to cast more devastating ones. Long-serving elves that have utilized this style have been known to rain countless fireballs down on enemies.


Weapons / Tools:
  • [0SP] Pike


Skills / Abilities:
    N/A


Natural Abilities:
  • [0SP] Ground Elf - She has the ability to create simple, harmless illusions of light, like faerie fire.
  • [1SP] Agile - Light on her feet, she can move relatively quick compared to typical elves.
  • [1SP] Perceptive - She is trained to notice slight details and openings that others might miss.
  • [1SP] Dissociative - She learning to cope with both physical and emotional pain by distancing herself from her feelings, as a result she is able to distract herself from a good portion of it.


Spells / Magical Abilities:
  • [0SP] Fire Fling - A spell that involves casting up to three 9 inch fireballs at once. Only one may be at a time, splashing burning liquid on whatever it hits, where the not-as-dangerous ones just fizzle out when they come in contact with anything. There are no strong visual distinctions to tell the different fireballs apart.
  • [1SP] Water Strike - A spell involving the creation of a 1 foot in diameter sphere of water over the casters head, followed by manipulating it to fly in the direction of the caster's choice.


Miscellaneous:
    N/A


General Equipment:
  • Travelling Pack
  • Rations
  • Waterskin
  • Small Cooking Pot
  • Worn Dagger
  • Bedroll
Hidden 9 yrs ago Post by Orior
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Member Seen 9 yrs ago

Name:
Caelica Evris

Age:
19

Race:
Human

Appearance:
Caelica is of average height and of a slightly lower weight than the average female. She is a natural brunette, with long flowing hair goes down to about her waist and bangs that lay just above her large brown eyes. Her hair covers her ears and her bangs cover part of her face. (More cute than hot) She’s considered attractive by most people, but not overly so. Her face has soft features, and makes her look slightly younger than she actually is, by about a year or two. She wears a simple white shirt as well as a red skirt and thigh high socks.


Personality:
Caelica is kind to others upon first meeting them, however if she feels like they’re making stupid decisions or risking their life for unnecessary reasons they’ll definitely lose points with her. In fact she’ll get in verbal fights with other people if they wind up endangering others through their own actions that are obviously bad from the get go. Endangering yourself by pulling some stunt is one thing, but when you risk other people’s lives with your own actions that’s a different thing entirely. There are a few exceptions to this rule though. If it didn’t seem like a bad idea or if someone the outcome was uncertain for the most part it can usually be forgiven. Survival is everything to Caelica, and she will even embarrass herself willingly if it means surviving another day. Of course even Caelica has her limits and just how much she can tolerate. Once she gets angry it takes a while for her to cool down, and if the argument is bad enough she may lose most or even all of the respect she had for the person/group she argued with. She won’t actively try to get revenge on anyone who has wronged her though.

Morality / Religion:
Caelica pays tribute to one of the lesser deities. The god of survival Hethron who has so far not betrayed his followers and does not plan to. Instead Hethron helps those who worship him by helping them obtain just enough to survive. Nothing more, nothing less. It’s a basic deity that only some people worship. Though he is somewhat known. Hethron does not actively participate when it comes to fighting other deities, and instead prefers to stay in his pantheon making visits to Reath every now and then only to help out worshippers and other people he comes across. He himself will fight, but only if he knows he won’t die in the process. This usually equates to him only fighting beasts, monsters, or the demons rather than other deities themselves in most cases, as Hethron himself values his survival over his followers. Caelica understands Hethron’s reasoning for this and thinks the same way. Sure she’ll help someone in need if possible, but if it winds up getting her killed then what’s the point? The only ones she’d actively defend even at the cost of her own life are people who are stronger than her, either physically or mentally. Anything that will allow the future generation to be stronger and have a better chance of survival. Crippled, disabled, racist (as they won’t be as likely to cooperate with other races), or anyone else that won’t be useful in helping others survive aren’t worth her time if it means risking her life or receiving injury.


Biography:
Having been born in the now tainted world known as Reath, Caelica’s parents struggled to survive with all the destruction, famine, and chaos that spread throughout the world. Many times her parents almost died trying to find a safe place to stay to keep themselves and their daughter safe. Her father and mother were warriors, though her mother was only trained by her father after the great descent occurred. This was to keep her and Caelica safe should he himself die. When Caelica was 15 years old her parents were traveling with a rather large group only to have shadow beasts appear. Her father and mother fought desperately to keep their daughter safe and sacrificed themselves for her and the rest of the group. Her father’s last words to her were “Run Caelica, run and survive. We will hold them off here. Now get out of here with everyone else and we’ll catch up with the group later on. We won’t die here, we’ll survive for sure.”

Of course her mother and father never did show up at the next town over, though Caelica secretly hopes that they’re still alive even though she knows the chances are slim. The only thing that gives her hope is that she knows they were closer to the town they had been in before rather than the one they were traveling to. So maybe they went back to get some supplies and heal up. Though at the same time it’s discouraging because a few months later the town was supposedly destroyed. Caelica still tries to believe they’re alive though, surviving somewhere. Probably as worried about her as she is about them. Because of this she made a promise to herself to survive as well, so that one day, just maybe she can see her parents again. At the same time though, it’s not a fully serious promise and she is prepared to break it if it means having a better outcome for the world in the end, but it is something that motivates her, especially when she’s stuck in a pinch.

Her father had taught her the basics and a few more advanced moves of the Pommel/Hilt Striking, and her mother taught her how to identify various plants as well as what kinds of uses they may have. She trained and studied hard pouring her soul into each of these activities so that she may ultimately have a better chance of surviving. Sure herbs are especially rare nowadays. But if Caelica was lucky enough to find some it could save her or someone else’s life one day.

Currently Caelica has been traveling around trying to find a safer region to inhabit. Her current travellings have led her to the city of Urenda. It may not be ideal, but right now there’s not much that is. She has decided to stay here until she feels like it’s time to relocate again.

Other Notes:
N/A


Class:
Warrior

Skill Points:
0/7

Fighting Style:
Pommel/Hilt Striking - (0 SP): A rare sword style in which the user attacks with an emphasis on using both the blade to cut and the hilt/pommel to bash.

Weapons / Tools:
  • Katana (0 SP) - A simple katana with a long sturdy handle.

Skills / Abilities:

  • Speed - (1 SP) Caelica is quick and can move faster than most people of her skill level.
  • Agility - (1 SP) Not only is Caelica fast, but she is also capable of controlling her speed somewhat fluently, and can dodge attacks somewhat decently.
  • Strength - (1 SP) Caelica is decently strong, and as a result can deal more damage with her sword, as well as block attacks better.
  • Haggler - (1 SP) Caelica has a silver tongue and knows how to get merchants to lower their prices most of the time.
  • Herbs - (1 SP) Caelica knows about various herbs as well as their uses.

Natural Abilities:

  • Rebound - (1 SP): Caelica can use her feet to bounce off of walls, ceilings, or other various objects when in the air. (It’s more difficult if she is thrown or knocked backwards.)
  • Hilt Blocker - (1 SP) Caelica can repel an attack by slamming the hilt of her katana at her opponent’s weapon, which may also cause the opponent to lose their balance momentarily or leave their guard open.

Miscellaneous:
  • N/A

General Equipment:

  • A medium-sized backpack
  • Canteen of water
  • whetstones (x5)
  • A small pillow
  • One blanket
  • Small Food container (x2)
  • Herb Identification Book
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