Hidden 9 yrs ago 9 yrs ago Post by TheUnknowable
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Hidden 9 yrs ago 9 yrs ago Post by Light
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Light Please @ me, I'm Sunday bored

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Adamar




Species
Undead (Lich, previously Human)

Gender
Male

Skills and standard abilities
Highly intelligent and knowledgeable, especially about magic, supernatural creatures/occurrences, and anatomy/medicine. He is also able to craft magical items and magically enhance existing items, armor and weapons.
Relatively strong and dexterous, but is loathsome to resort to physical combat, showing no signs of martial training.

Supernatural/ magical abilities
Magic
As a Lich, Adamar's most potent school of magic is Necromancy. This magic deals with life, death, unlife and the life-force. While a large portion of spells directly deal with undead, other necromantic spells can drain life from the living, grant false life, and channel dark energies. Adamar is also well-versed in other schools, showing a rounded set of magical skills, though with little focus on the magics of life preservation and healing.



Undead Traits
Undead creatures are preserved by a mental/magical force, and have no physical life-force keeping them animate, as most creatures do. This protects undead from conditions or requirements that also do not apply to objects (such as needing to eat/sleep/breathe, poison, bleeding, pain, nonlethal damage, etc). *Whether or not this grants protection against The Fog is up to the GM*
The process to create undead is invariably evil by nature. As such, undead creatures are harmed by magical or supernatural forces that would restore life to the living (such as a healing spell), but they are healed by forces that drain life from the living (not to be confused with spells that deal damage).

Lich Traits
Typical undead creatures are mindless, created and mentally controlled by a necromancer. The Lich, however, is a product of his own sinister desires. Born from a strong magician or political figure who desires power and immortality, a Lich is the mind of such a person, bound to their undead and feted corpse by necromantic means. As such, a Lich maintains its mind, memories, personality and intelligence. However, having a mind means that the Lich is vulnerable to mind-affecting abilities and spells.
Every Lich maintains his immortality by binding his soul to a trinket of sorts, called a Phylactery. This Phylactery is the source of a Lich's power, and the destruction of the Phylactery is the only way to permanently destroy a Lich. If a Lich is killed while his Phylactery still exists, then his body, mind and soul will simply reform its presence. Without the Phylactery, the Lich will be unable to reform after being killed.

Job
On his home plane, Adamar served as a court wizard to the king of the lands. However, he now has no method or need to maintain an occupation.

Personality
Neutral Evil
Adamar is by no means cruel, sinister, or diabolic. He is called evil by others mostly because of the nature of his existence. Adamar was fully aware of the blasphemy of his transformation into an undead creature. However, he seeks no atonement for his actions. Outside of being a neutral voice in the matters of his companions, he cares not for their well-being. Adamar only seeks to preserve his own unlife, and will gladly do so even if it requires the expense of allies. However, those who he deems highly useful will see an equal amount of utility from him towards their efforts.

Biography/ history
Before arriving on Mym, Adamar was a court wizard for the king of the realm he lived in. However, his king was by no means benevolent. An oppressive tyrant, his majesty set only the highest taxes upon his subjects, and ordered the beheading of all that opposed him. Adamar was smart enough to not deny any demand made of him, which for the most part was simply to define terms, enchant items, or entertain with visually appealing spells. Occasionally, more specific needs were called for, but for the most part Adamar lived rather well by serving his king.

One day, his majesty called Adamar for a very unique request. Upon his arrival, Adamar learned of the king's desires for immorality, so that he might rule the lands for the rest of time. Such a tall order required years of research, practice and preparation. This was a condition that Adamar make very clear before getting to work.

Eventually, Adamar was ready. He approached his majesty in private to inform him of his progress, and arranged a time to perform the ritual. In a horrible turn of events, the ritual failed, and the king was now dead. Fearing for his own life, Adamar decided to try the ritual himself, so that he may survive any repercussions with a well-hidden phylactery.

After several hours of careful incantation, Adamar had completed the ritual. His life was ripped from his lungs, his heart ceased to beat to the soft rhythm that the living take for granted. And in its place, he felt a surge of negative energy lift his corpse off the floor. He had done it, he had become a Lich.

The following years would don a great war. With a bounty on his head, Adamar was frequently pursued by knights, paladins and clerics, seeking to slay him and purge his undead soul from their world. However, his hew-found powers over the dead allowed him to fight back with great force, in a war that would last for many centuries to come. Every aspiring hero slain by Adamar's undead forces only joined his ranks, and it would seem that victory would be his for sure.

However, the reverse quickly became true after the army of the living discovered the holy power of Positive Energy. With this gift granted to them by the gods, they easily destroyed hoards of undead while simultaneously reviving and healing the wounds of living soldiers. In a final resort to avoid destruction, Adamar weaved the mightiest spell he could muster. And with it, he stepped through the gaps of space and time itself to escape the world he once knew, in favor of a separate plane of existence.

In only a few short moments, Adamar found himself on the dull beaches of Mym...

Equipment
Taking with him only what he could hold in his final moments in a battle-scarred kingdom, Adamar has little in the way of supplies. Other than his robes, he keeps a mask to hide his rotted face, a tome within which his spells are written, and his phylactery.

The phylactery is contained within a small leather pouch, with leather straps tied to the top that allow opening and closing of the pouch, as well as securing the pouch to a belt or wrist. The phylactery itself is a small sheet of parchment, and written upon the parchment is a fell contract of death written and signed by Adamar. The contract is written and signed in a sinister language of the dead, called Necril. This paper is carefully rolled and stored in the pouch.

Shown Spells by School and Level
Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutaion

Universal
Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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Name: Kismet

Appearance:


Species: Human, ish

Gender: Female

Skills and standard abilities: Expert tracker, trader and woodsman, skilled herbalist, experienced apothecary and cartographer, proficient archer and fletcher, expert knife combatant (utilises a form of Seheroni martial arts which emphasises fluidity and unpredictability combined with precision strikes and high speed evasion)

Supernatural/ magical abilities:
Empathic: While not always accurate Kismet has a great proficiency being able to read most people's intentions, sometimes before they even know them themselves. This ability comes from both her experiences dealing with traders and newcomers to the realm and a natural affinity to ambient magics. Some say she may even be fae-touched, although as she was found as a child wandering in the woods none can say for sure, not even Kismet herself.
Portal Sense: Kismet seems to encounter newly formed portals far more frequently than most other adventurers and while she dismisses this as mere good fortune others wonder whether this ability is more than she lets on.
Fog Resistance: For whatever reason Kismet seems to be able to survive in the Fog slightly longer than most people. While it dulls her senses and over time can cause her harm she can usually survive long enough to make use of shortcuts and pathways others could not. Some say this is a sign of some monstrous taint within her, while others simply congratulate her skill in tracking.

Job: Greeter, scout, tracker

Personality: Kismet can be a difficult woman to describe to those who've never met her before. On the surface she appears warm-hearted and welcoming, but something in her eyes speaks of hidden, cold depths within her. While some remind naysayers that no-one ever has an unkind word to say of her, others point out that any who do have a tendency to go missing in the woods, never to be heard from again.

Biography/ history: As a babe Kismet was found wandering the woodland paths by a travelling trader. At first he thought the young child had simply wandered away from a nearby village but further investigation revealed the child to be unknown to any of the local families. Planning to hand her over to the proper authorities once he reached a large enough town for there to be any he continued on his path, but when the time came for him to part with the girl he discovered the child's warmth and grace had charmed him enough to instead invite her to stay with him in his travels. Reporting her as an orphan survivor of a caravan destroyed by raider the trader officially adopted the young girl as his own daughter.

Growing up alongside the wandering merchant Kismet soon developed her skill at bartering and trading, although her almost unnatural skill at being able to negotiate and barter even the most hard-hearted of traders soon began to draw attention to her. When she came of age she finally set out on her own, with her adopted father's blessing, and began her own trading adventures. Not long after she happened to wander close to a tear in the world and became the first face the newcomer encounter. Unfortunately for her the man revealed himself to be an uncouth barbarian and decided that a warmer greeting than was first offered was due him. That night, as the man lay exhausted beside his campfire, Kismet slit his throat, leaving him to bleed out as she melted away into the woods.

Understanding that she had best learn to defend herself properly if she was to continue her way of life she sought out a master hunter and traded her company in exchange for lessons in the ways of the wood. For years the two trained, hunted and lived together until finally Kismet had learnt everything the man had to offer. The last time he was seen the hunter left his home alongside Kismet, never to return. Some say he became a hermit, forsaking the civilised company of the town in order to better commune with the nature he loved. Others hint at a darker fate, given to him as repayment for the years of indignities Kismet had suffered in exchange for her training.

Whatever may be true of her Kismet now stands as one of the most proficient scout and hunters in the woods, with the ability to move through the branches unseen tracking her prey silently and stealthily. Often the first on the scene when newcomers arrive she has gained enough experience to help guide the lost on the path to their new lives, or remove them from the world should the need arise.

Equipment: Hunting bow with quiver, waxed cold steel blade, throwing blades, handmade leather armour, concealing cloak (possibly enchanted), bird-call whistle, medicine bundle with numerous homemade elixirs, tonics and poisons, hunter's pack capable of carrying several small animals, coin purse with a small amount of currency, pendant necklace of unknown origin in the shape of a sea-bird held on a silver chain, Ring of True Seeing, compass, mapping tools and sextant
Hidden 9 yrs ago Post by em
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Name:
Arya
Appearance:
5 ft 2 inches. Young - perhaps 14/16. Blue hair and bright eyes.
Species:
Perhaps elfin, perhaps not. People often refer to her as “the elf girl,” but her actual race is uncertain, since she never traveled before being brought to Mym.
Gender:
Female
Skills and standard abilities:
A voracious reader, Arya has become well-studied in the years she’s been stranded here, but her true talent is with languages. The tongue spoken on her world was very different from those on Mym, relying heavily on complex inflection and precise sentence structure to convey meaning quickly. Since her arrival, she has absorbed three more languages, and still hasn't forgotten the language of her homeland.
She can also be quick with a knife when necessary.
Supernatural/ magical abilities:
Empathy, to the point of light psychic power. A keen sense of danger.
Job:
Trained as a scribe and an interpreter. Works mostly for traders and ship's captains, earning just enough to eat. Currently, she rents a small room in the back of a bakery, barely large enough for formal clothes, a few books, and a bed. Since a young woman is traditionally unable to work for herself, she lies, pretending to send money to a wealthy father back home. Only the baker's wife knows the true story of her orphan upbringing.
Personality:
Reserved, but quick. Her more-than-natural empathy makes those around her feel uncomfortably exposed, and she often finds herself embroiled in other people's personal dilemmas.
Biography/ history:
At the age of 9, in the middle of the night, Arya fell into Mym. A band of traveling merchants found her fast asleep in the middle of a seaside road. At first, they thought she was dead from the fog, but on seeing her chest rise and fall, they woke her. Needless to say, her life changed drastically after that. When they found it impossible to communicate with the girl, she was abandoned in Marrintown, and became another hungry street urchin, begging in a language she barely knew, without family ties or any special knowledge to help her.
Desperate to return home, she hid in a supply wagon heading out of the city, in the hopes that she could eventually find her way back to where she first arrived in Mym. While the wagon didn't lead her any closer to her family, it did lead her to a monastery of the Order of Rin, high in the mountains, where the fog had never come, and where there were no monsters or rat-infested sewers. The monks took her in, refined her crude knowledge of Erimish, the most common language of the region. She proved to be a good student, and their teachings gave her a stable grasp on the world she now lived in. This continued until she turned 13, and divine law required that she be ejected from the monastery, as a woman can never be a Monk of the Order. This rejection, although tempered by kind words, burned her deeply, and she was again alone in the world.
Fortunately, a reference from the Order can go a long way, and she was promptly taken under the wing of Quar, also known as the Red Robin. Once a diplomat from a far-off desert planet, Quar now works as a trader, buying and selling a variety of goods in a variety of ways: some legal, most not. Under his tutelage, she learned to use her empathy as a tool, converting acquaintances into friends and friends into customers. Eventually, though, she saved enough money to run away, and begin her search for home anew.
Even after six years in Mym, she still longs for home.
Equipment:
A small dagger strapped to the back of her leg, and an enchanted bracer with several functions, given to her by her mother. Arya never speaks about what it's for.
Hidden 9 yrs ago Post by Lionheart
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Name: Garen Steelsinger

Appearance:

Garen is a rather tall, muscular man standing around 6'1", his shaggy brown hair nearly reaches his shoulders. His eyes, under his brooding brow are dark and cunning, constantly scanning his surroundings. His rough, weathered face bears small scars from countless battles and his square, rigid jaw is unshaven.

Species: Human

Gender: Male

Skills and standard abilities: Due to countless hours of training and even more hours and years of combat experience Garen has a very keen grasp of martial combat. Skilled with the sword, lance, warhammer, crossbow, and many other armaments. Also something of a strategist Garen has disciplined his mind to think many moves in advance, as such he's not only an able and dangerous combatant but a capable and quick-thinking commander.

Supernatural/ magical abilities:
The Song of Steel, Dance of Death: Garen himself would say his extreme proficiency with his blades came with hours upon hours of practice.
Other more superstitious crowds believe him to be a demon warrior incarnate, whose only purpose in the world is to reap death upon whomever he pleases. Whatever the actual case, Garen is so attuned to his weapons and his body that when he fights his blades sing a funeral dirge for his enemies. The only sounds to be heard is the whooshing of blades slicing the air, the clanging of metal beating metal, and the screams of his defeated foes.

Job: Mercenary, Soldier.

Personality: To most Garen is a rough, cynical person having seen and dealt with enough death to make the man cold and indifferent to the cruelties of the world. As a wanderer and professional soldier Garen is disciplined, shrewd, logical, sarcastic, and at times a bit ruthless. Still, his iron like persona has soft spots, particularly towards children whom if he's in an area long enough will teach kids how to read, write, and otherwise survive. He gives those he counts as friends high regards and always pay his debts, loyalty with loyalty, blood with blood.



Equipment: Twin longswords named Gwynt and Tân, a light metal heater shield, a longbow with a quiver of arrows. A steel breastplate, greaves, pauldrons, and gauntlets. The rest of his armor is made of leather and a little hide. He has a shortsword strapped to his back and a hunting knife on his right leg. Aside from that he has basic survial gear, a waterskin, pack, bedroll, flint and steel.
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