Hidden 9 yrs ago Post by SimplyJohn
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SimplyJohn Static Generator

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Name
Descriptive title
Basic Information

Species: Human, Elf, Dwarf, Kossith1, Awakened2, Spirit3, Golem4
Age:
Gender:
Class: Mage, Rogue, Warrior or any combination of the three
Appearance:
Curriculum Vitae

Specialisations: Any combination of those available in the Dragon Age universe. A maximum of five can be selected and at least one of those should be from the same class as your character.
Notable Traits: Does your character have any quirks, mannerisms or habits which make them stand out from the rest of the population of Thedas?
First Trait:
Second Trait:
Flaws: Character defects, past injuries or other details which may hamper your character during the adventure, or act as plot hooks for me to work with.
First Flaw:
Second Flaw:
Third Flaw:
Skills: The main abilities your character tends to rely on the most. The list needn't be exhaustive as all characters with be presumed to be able to perform basic actions automatically.
Backstory

Biography: How did your character end up where they are today, working for a ragtag mercenary company seeking work across northern Thedas.
Personality and/or Motivation: Who is your character and what drives them to continue living the life of a mercenary.
Player’s long term goals: Whether your character's aim in life is to rule a kingdom, become the richest person in Thedas or breed a prize-winning nug, this section lets you set a goal for them to try to live up to.
Relations: Whether your character is associated with any of the others in the party, with any characters, groups, gangs or official organisations of note in Thedas. All characters are assumed to be associated with the mercenary company we're playing as, and have worked with the Inquisition recently, so these needn't be included.
Secrets: Is there anything your character is trying to hide from the rest of the group, or which they themselves are not aware which could affect the party in some way?

1 - The big creatures who are the main followers of the Qun and generally refer to themselves as "Qunari". No distinction is made here to to whether your character is Qunari, Vashoth or Tal-Vashoth and this should be noted in the 'Relations' section below.
2 - Darkspawn follow of The Architect which has managed to regain a portion of its own willpower. It's upto the player to decide just how much willpower they have, but the character should at least be sentient and self-aware.
3 - Any creature which originated in the Fade, or magical creature born Fade-touched would be considered to be a Spirit. No distinction is made as to whether they are a friendly spirit or an aggressive demon and the player should give details of this in the rest of their profile as appropriate. Possessed characters should only be identified as spirits if the spirit is the dominant personality for the character, as with Justice.
4 - Players should note whether their character is an ancient golem from Orzammar or one of the 'new' golems created by Branka using the Anvil of the Void during the events of Dragon Age: Origins.
Hidden 9 yrs ago 9 yrs ago Post by Genni
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Genni Mistress's Lil Plaything

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Henrietta Harrowmont .
Madcap Mechanical Menace
Basic Information

Species: Dwarf
Age: 23
Gender: Female
Class: Rogue
Appearance:
Like most of her race Henrietta is shorter than most other races, but she still stands a good couple of inches taller than most of her own people. Heavily influenced by the technologies of both the Tevinter and the Qunari, Henrietta has built herself a 'battle-harness' which incorporates any number of weird and wonderful gadgets to help her keep safe in battle.
Curriculum Vitae

Specialisations: Artificer, Sabotage, Subterfuge

Notable Traits:
A Gadget For Every Occasion: Whenever the opportunity presents itself Henrietta loves nothing more than to dismantle and rebuild her battle-harness, upgrading and improving its design with her latest madcap invention. She always seems to have some sort of gadget to lend a helping hand to a situation, even if they don't always work in exactly the way she had intended them to.
Mechanical Mastermind: Henrietta is a genius when it comes to mechanisms, machinery and motorised marvels of all kinds. There are very few devices which, with the proper instruments and time, she cannot discover the purpose, function and operation of.
Mind Over Matter: Fully aware of her physical shortcomings, Henrietta's battle-harness has built-in strength enhancing gauntlets designed to increase the power of her punches and enable to to fight back against anyone who might try to take her inventions away from her. While this only makes her as strong as an average warrior, it still packs enough of a punch to help Henrietta out of tight corners.
Duck and Cover: The only reason Henrietta has survived this long in her experimentations is her innate ability to know when something's just about to go dreadfully wrong, and having the speed and skill to make herself vanish just before someone asks the question "Who the hell blew up my forge?"

Flaws:
Fade-less: As a dwarf, Henrietta has no connection with the Fade and cannot use magics in their normal manner. While she has a resistance to lyrium in all its usual forms, she can still be affected by red lyrium over long periods or in large enough quantities.
Loose Screw: While none can doubt her skills at forging and crafting components for her latest creations, Henrietta has a habit of missing out minor, but often key, components when constructing her devices. Nine times out of ten this isn't a problem, but the tenth time... DUCK!
"What Does This Button Do?": When faced with a mystery, especially a mechanical one, Henrietta just can't stop herself from giving it a poke. Sometimes this habit of practical experimentation leads to great rewards and breakthroughs in knowledge, but at other times it can lead her and her comrades into trouble.
Obsessive Compulsive Disorder: Henrietta is obsessed with the number three and often has to do minor actions, such as stirring her broth, washing her bowl and tightening screws, in multiples of three. While this has no immediately detrimental effect should she not be able to complete the action, it will bug her for the rest of the day, until she can finally complete the sequence.

Skills: Spike Trap, Elemental Mines, Caltrops, Hook and Tackle, Throwing Blades, Knockout Powder and Stealth
Backstory

Biography:
Born on the surface, in a clan of dwarves living in Nevarra, Henrietta soon showed an inquisitive and curious nature which was only fed by the love of her blacksmith father. Quickly learning the ways of the hammer and tongs, Henrietta set out to discover new ways to make metal work, developing skills in precision crafting and forging which enabled her to build smaller, more efficient mechanisms each day. When the Nevarran Military discovered the young girl's gift they immediately travelled to her small settlement to make her an offer she couldn't refuse, to turn her skills towards constructing war machines which would make Nevarra the envy of the world.

Asking for some time to think over their proposal Henrietta and her entire family swiftly scarpered, leaving their village behind them to seek out a safer, less intimidating place to set up shop. For several months the dwarves journeyed around the shores of the Waking Sea, passing through numerous countries on their way, the family eventually found themselves in the shadow of the Frostback Mountains with seemingly no way to pass.

Settling down the dwarves began doing what they do best, mining. As they cut their way into the side of the mountains, uncovering ores and minerals which could be used to craft their wares, the dwarves were surprised to come across red lyrium buried deep within the rocks. Not realising what this strange material was they happily began forging it into their armour, weapons and trinkets as an adornment to their creations. Soon after they found themselves under the gaze of the Inquisition, who demanded to know where the red lyrium had come from.

After revealing their mining endeavour the dwarves were quickly evacuated from the area, for their own safety. WHile the move was sudden the poor innocents were treated with the utmost respect and soon found themselves working their trade under the Inquisition's banner. CHurning out arms and armour each day held little interest for Henrietta though, so instead she set to work building herself the means to help the Inquisition more directly, and had soon created a working prototype of her battle-harness. When presenting the mechanisms to the Inquisition forces they were less than impressed, mainly due to Henrietta managing to accidentally demolish part of the kitchens in the process.

Seeing the potential in the young and eager dwarf, and not wanting her anywhere near them when her mad inventions finally managed to reduce the area around her to a smoking crater, the Inquisition forces made enquiries as to the need amongst their allies for a blacksmith-come-death machine, and Henrietta soon found herself in the company of the Company, brave mercenaries who treated her with the utmost respect and courtesy, from as far away as they could politely get.

Personality and/or Motivation:
Dreaming of nothing more than machinery, cogs and gears Henrietta seeks to learn everything she can about the physical sciences, and to be the first to build something spectacular. She doesn't know exactly what that something may be, but she is most definitely certain about the spectacular part.

Player’s long term goals:
Henrietta can be an important part of any quest, her skill with mechanisms and devices extending to locks, traps and secret doorways just as much as to machinery and engines. I'd like her to have the opportunity to build steam-aged machines to help out the party, if she can work out the science behind them first.

Relations:
  • Henrietta's family are currently sheltered by the Inquisition, working as blacksmiths and trader on their behalf.
  • Although her family once had times with the Noble House of Harrowmont, as a Surface Dwarf Henrietta has no contact with Orzammar and only limited knowledge of dwarven beliefs and traditions.
  • While not Andrastian herself she holds a deep respect for their faith and accepts many of their customer and rituals as her own.
  • Henrietta is currently wanted by the Nevarran Military, although as they only wish to recruit her they wouldn't want to take any overtly aggressive actions against her, least they drive her into the hands of their rivals.

Secrets:
The power supply for Henrietta's battle-harness is a refined red lyrium reactor, which harnesses the power of the strange element in order to make her mechanisms function. The long-term effects of exposure to the material, even in its heavily shielded state, are currently unknown, and should the containment ever be breached the red lyrium could adversely affect everyone Henrietta comes into contact with.
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Hidden 9 yrs ago 5 yrs ago Post by McHaggis
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McHaggis

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Hidden 9 yrs ago 9 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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The Prodigal Sage of Kirkwall - Gerald Capet

Name: Gerald Capet
Species: Human
Age: 22
Gender: Male
Class: Mage
Appearance:
Gerald has a thin but not frail build that reflects his time of study and shelter in the Kirkwall Circle of Magi. He has very little muscle having only gained such from his long walk back to Fereldan after the Kirkwall Incident. He has pasty white skin with very little color and dark grey eyes. His hair is blonde and is short cut but almost straw like in how it looks. He has a thin nose and is about the size of the average human male. He gives off a very nonthreatening presence due to his appearance however at will that can change as he can use his pure raw magical might to frighten most people with ease due to his training while visiting his family in Fereldan showing him how to project himself like a noble.

Curriculum Vitae:

Specializations:
Spirit Healer
Primal
Entropy
Creation

Notable Traits:
Extremely potent magi (he can cast powerful spells and he can cast a lot of smaller spells)
Very talented in elemental spells mainly the fire Branch
Very capable of learning quickly in regards to the magical arts
Can adapt well in the middle of a battle
Mentally strong (isn't easily seduced by spirits and people trying to break him).

Flaws:
Extremely poor stealth skills
Average to poor levels of physical strength
Untrained in physical weapons (bows, melee, weapons, shields, etc)
Lacks charisma and leadership capabilities (meaning he can't lead anything smaller than a handful of people)
Lacks armor training (meaning he doesn't move as well if in armor which piles on top of his already poor maneuverability)
Has rather poor flexibility (movement wise)

Skills:
Arcane Bolt
Arcane Shield
Staff Focus
Flame Blast
Flaming Weapons
Fireball
Winter Grasp
Lightning
Shock
Disorient
Glyph of Paralysis
Heal
Group Heal
Mind Blast

Biography:


Player’s long term goals: Become an Archmage, Become a expert in elemental magic, become the head of a circle or found his own.

Relations: House Capet of Kirkwall and Fereldan, Templars (he still has a few friends from his time in Kirkwall being a model mage), The former Circle of Magi, The Former Circle of Kirkwall.

Secrets: Spirits are unusually interested in him due to his power and though he plays it off he actually is very much aware of how much they are aware of him. Demons are attracted to him as well and try to convert them into one of them in an attempt to make a very powerful demon. He is also the heir to the Kirkwall House Capet branch.
Hidden 9 yrs ago 9 yrs ago Post by CAS1006
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CAS1006 The Deadpan Snarker

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Name: Cassius Alexandros Svent.
Nickname: Cas.
Species: Half breed, Human and Elf.
Gender: Male
Age: 19
Class: Rogue/ mage hybrid.
Appearance: Stands at 5'11 to 6ft, hour class frame, large feet, broad shoulders, scrawny arms. Cream colored skin, hazel green eyes, shoulder length dark chocolate brown hair. Somewhat of a straight nose, beak like. Wide hips, thick thighs.

As for clothes he mostly wears Blue and Black Velvet like garments that are light and easy to move in. Most of which have clashing patterns that overlap in an elegant yet messy way.

Specializations: Arcane Warrior, Spirit healer.

Notable Traits: He tends to be observant as well as quiet, has a lisp, tends to fold his arms, move his hands and body accordingly when he speaks, and usually stares blank faced.

Flaws: He has several minor scars on his face, to a dent in the middle of his forehead. His right fore arm has cut on it as well as the elbow. In terms of a personality flaw, he tends to take things too seriously at times, to just being snide and sarcastic. He also is tranquil in the sense of personality, but in truth he is very caring despite his sense of apathy.

Skills: Healing, regenerative spells, revival, because of being an arcane Warrior, he can fight with a sword effectively as well as utalize all Arcane Warrior skills. Fade step, telekinetic weapons as well as mindblast. Occasionally he will do a low blow to throwing dirt in one's eyes. Tier two Lockpicking and pickpoketing,Dispell and Evasion.

Outside of combat, he also knows a bit of alchemy. He can make minor tonics provided he has the materials.

Biography: He was born as a slave to a family in the Imperium as he was sold off by his parents. Rather then being treated as a slave, he was treated as an apprentice on the estate he lived in, but he still witnessed jarring things that made him not feel as safe, such as torture of other hand maids of the lord of the estate. At times it would either be beheadings, to severe branding by magic, to entropy to drive others to insanity, the screams always made him feel unsafe and gave him the mentality he could be next, that they could snap on him relatively quickly.

With fear being his drive to try to be proper and show no fear, he did whatever he was tasked, even if he was a failure at some relatively new task, such as forging items from materials, to being able to use major magics. He was only capable of minor magics, and his overlord took note of this. His overlord in particular and wanted to see the potential of halfbreeds, fortunately the results of his capability were better in terms of utility and flexibility. This pleased the overlord throughout the years he had trained him to do basic skills in his garden.

In the gardens he had many plants to work with, wither it be in cooking, or alchemy, he learned just enough to get by. He did however enjoy cooking, this was something his overlord found amusing. "A halfbreed enjoying the arts of cooking?", it was funny for a while at how excited young Cassius was to learn how to make simple things like bread to small pastries, it was something even a bit heart warming to those around. When he cooked, he was considerate of the slaves, which raised many eyebrows on the estate.

When he was inside, he enjoyed solving little puzzles from contraptions made, to disarming minor traps. It was fun to him, and amusing to see what triggers devices to what also disables them.

When he was just seventeen, the Overlord of the estate left on a business trip to inquire about his next set of slaves, and to his dismay,the son of the lord watched over the estate in his absence. During this period, Cassius was sliced, bruised, and abused by the Young lord. Cassius had enough when he saw himself bleeding, to one of the maids being outright stabbed over trying to defend the teenager. Cassius put his skills and reflexes to the test, in which he killed the Lord's son, and left with several slaves. He even took one of the most expensive set of clothes for his new life, with a handful of gems, and a Saber that belonged to the house.

He fled Tevinter where he'd escape to Ferelden, a land of opportunity. There, he heard legends of the land, events that he was sheltered from. It was clear to him his life was far from simply starting. To make it in life, he want to look for job opportunities.

Personality: He is inquisitive, snide, caring, and ultimately tranquil in terms of mental state about most things, so he is passively neutral unless the situation directly effects him.

Motivation:To make the most of his new life and break away from his innocence to do something with his life rather then sit down and do nothing.
Hidden 9 yrs ago Post by CAS1006
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CAS1006 The Deadpan Snarker

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<ignore this, computer was spazziing out>
Hidden 9 yrs ago 9 yrs ago Post by Saarebas
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Saarebas Wandering Wild Magic Fanatic

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"Let the blade pass through the flesh, Let my blood touch the ground, Let my cries touch their hearts. Let mine be the last sacrifice. -Andraste 7:12"

Paxton Arkwright
Bloodwrath


Basic Information


Species
Human/Abomination

Age
33

Gender
Male

Class
Mage/Warrior

Appearance
Paxton is a tall man, standing at 6'4 in height, with a muscular body build. His skin is slightly on the pale side and is peppered with scars from countless misadventures in his life, though there are a series of them that rack his arms that stand out among the rest. His hair is a dark, ash black and normally hangs down below his shoulders in a uncombed mess, though on occasion he has been known to tie it back into a loose ponytail. He has a slightly trimmed beard that covers the lower half of his face, left unattended for too long it will easily match that of a Dwarf's. His eyes are a bright amber color, on the verge of being yellow, and hold a certain sharpness to them.

Unlike traditional mages Paxton does not wear robes, instead he wears a set of leather armor. The armor is colored in a mixture of dark grey and black. He wears an amulet of Andraste under his armor almost at all times. Paxton has a large slightly tattered collared coat he normally wears over his armor. Another thing that separates Paxton from the usual mage is that he does not carry a staff at all.


Curriculum Vitae


Specialisations
Knight-Enchanter, Blood Mage, Reaver

Notable Traits
Master Of The Game
Paxton had spent years mingling with members of the highest society as he served as one of the Divine's elite mage guards. As such he is more than use to surviving the cut throat politics that Orlesian call their Grand Game, in fact he was once quite the avid player. Paxton can exchange words as well as the most pampered and schooled nobles Thedas has to offer. He once prided himself on his skill to fool bards, who were supposedly the most skilled members of the game
Andrastian
Paxton is a devoted follower of the Chantry. He worships the Maker and his mortal bride Andraste. He has memorized most of the chant of light, which is no easy feat, and has even at one point sung through the whole chant, which took about three weeks to complete. He is known to throw a Chant line or two into conversation if it relates to the matter on hand, he has even been caught singing the Chant to merely pass the time. Though many may find it hypocritical for Paxton to call himself a follower of the Chantry given his choice of combat use, Paxton says what he does is a necessary evil that must be done.
Elf-Blooded
Though one may not guess it from merely looking upon him Paxton is actually indeed a half-Elf. His mother was a Elven maid and his father the inn keeper where his mother work. The two fell in love and the product of their romance was Paxton. Because of this Paxton has a soft spot for Elven kind and their plight, often times getting into bloody fights whenever he hears someone use the expression "knife-ear".
Cat Person
No offence to the Fereldans and their Mabari, but Paxton had always preferred felines over hounds. Paxton always respected the creatures' craftiness, not to mention found them quite adorable. Plus Paxton's dislike for dog slobber pushed him towards cats. You can only imagine what he thoughts when he came upon a group of bandits attacking what looked like a defenseless kitty. After a less than pleasant bout of bandit stomping Paxton went to treat the cat only to find out it was a red lion cub, apparently the bandits had killed her mother. Paxton did the only thing he thought was right and took in the cub, naming her Sasha. Ever since Paxton had been raising her, some say just as well as any other red lion parent could, and Sasha has grown into quite the deadly and beautiful creature.


Flaws
Battle Enthusiast
Master of the Game or not Paxton has no problem jumping into battle, he rather enjoys it in fact. If one's first attempt at talking fails Paxton would more than likely already be moving in for his first, maybe even last, attack on whoever they were trying to convince. He is basically the equivalent of a battle harden Qunari with the short temper of a drunken Dwarf.
Wanted By The Orlesian Chantry
Paxton's past has left him as a wanted man of the Orlesian Chantry, he has to be very weary any time he sets foot on Orlesian soil do to the great and wide power the Chantry holds there.
Wrath Within
Paxton is not alone in his own body or mind, he is in a sense an Abomination. For he harbors a demon of Wrath in side of himself. Unlike other mages who harbor a spirit of the Fade inside themselves and allow themselves to be over taken by it Paxton has tamed this beast to a extent. The demon serves as a resource of immense power and knowledge, but always posses a threat. If Paxton is not careful with his emotional state the demon can and has taken control of its host, at which point it brings Paxton's inner hatred and furry down upon anyone or thing near by, regardless of friend or foe.


Skills
Fade Cloak
Paxton shifts from a physical form to that of a cloud of blood mist. While in this form Paxton is invulnerable and can pass through enemies with out penalty. When he rematerializes he does so in a small crimson burst of blood that wounds and knock backs enemies.
Spirit Blade
Paxton's hands become surrounded by blood that form into monstrous claws that can cut as deep as any blade.
Blood Magic
Paxton uses the blood of his foes to fuel his power and continue his slaughtering sprees.
Ring Of Pain
Paxton claims his spot on the battle field and fights with the ferocity of a dragon, turning any foe foolish enough to come close into stains on the ground.
Devour
Paxton rips into his foes and uses their blood in order to heal his own wounds
Dragon-Rage
Paxton uses his dragon infused blood to strengthen the power of his claws. This power only increases with the damage Paxton endures.


Backstory


Biography
Paxton's life started like all mage lives do, he was stripped away from his family at the tender age of six and sent to the Circle of Magi, though to his fortune the Nevarran Circles have much more freedom when compared to the rest of Thedas when excluding the Tevinter Imperium.

He was quite the talented student when it came to his studies, accelerating ahead of his peers. He was even the youngest apprentice in the Nevarran Circle's history to go through the Harrowing, at only the age of fifteen. It wasn't long after his Harrowing that Paxton requested to be transferred to the Orlesian Circle of Magi, The White Spire, in the hopes to study the magic of the Knight-Enchanters. As a fully fledge mage his request was deemed acceptable and he was transferred to the White Spire.

The years after that Paxton did nothing but train in the arts of the Knight-Enchanter, which eventually not only did he become one but he was also requested to become one of the Elite Knight-Enchanter bodyguards of the Divine herself. Needless to say Paxton accepted.

Paxton spent years in service to the Divine, saving her life countless times from would be killers. He was held in high regard among the Chantry, they seeing him as what a mage should be, but all that changed once Paxton's secret came to light. It turned out for years that Paxton had not only been studying blood magic, but also practicing it actively, even going as for to drink the blood of a dragon and becoming a Reaver.

All this was revealed when an assassin got the better of him, managing to fire an arrow through Paxton's shoulder, and was about to cut down the Divine. Paxton did the only thing he could think of to save her, he used blood magic to force the assassin to run his blade across his own throat.

Though he saved her Paxton was labeled a Maleficar by the Chantry and was sentenced to become a Tranquil, though the Divine seemed remorseful about this verdict. He swore he never used the magic to manipulate anyone for his own personal gain, but no one cared about that fact and the matter was closed. The night before he was supposed to go through the Rite of Tranquility he managed to escape because someone left the door to his cell unlocked, something he questions to this day.

Paxton wandered for months, hiding from Templars and chantry members alike. Paxton had become so desperate for survival he eventually made a deal with a powerful demon of Wrath for power, allowing the demon to enter this world through his body. The demon attempted to over take Paxton's will, but underestimated the mage's power. The result was that the two were now bound together in a single body.

Though he now had a demon housed inside of him Paxton had become remarkably stronger. He used this strength to evade or scare off further pursues. Not long after Paxton found himself in league with a mercenary group. At first he aligned with them as they provided the perfect cover from Templars, but he eventually formed a bond and kinship with his brothers and sisters in arms.

The group, along with Paxton, at some point were hired by the reformed Inquisition as soldiers, which Paxton greatly approved of. With the Rift Crises averted and their job done Paxton and the group of mercenaries are now on the search for coin and new adventures.


Personality and/or Motivation
Paxton is a sharp fellow born with a quick wit and quicker tongue. He is just as likely to make a smart remark comment as he is to deck you in the face. He is quite hardy, loving a good laugh and drink. He is no stranger to manipulation, having been on both ends of it, and knows that you have to be carful around everyone as they more likely than not are waiting to stab you in the back. Though under his rugged exterior Paxton is quite the noble soul, holding strong in his moral code of protecting the little guy and destroying wrong doers. Though he does know in order to do good one may have to do actions that most may label as evil.

Player’s long term goals
Paxton had felt lost and broken ever sense his life was turned upside down the day his secret was brought to light. He has found solace in the kinship of his brothers and sisters in arms of the mercenary group. He now tries to ensures the safety and well being of each of his comrades, even if it means putting his own hide on the line.

Relations
Many of the bridges Paxton had built over the years were burned when his being a Blood Mage was reviled. Though he may be able to come upon a old friend, be they mage or Templar, from his days in the towers who wouldn't mind showing him kindness. His main connections and ties happen to be the other members of the mercenary group.

Secrets
Though the rest of the group is aware of his given situation with Wrath, Paxton tends to keep the fact that he communicates with Wrath on a nearly constant bases to himself. He does not want people to think he is indeed being influenced by the demon.

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Hidden 9 yrs ago 9 yrs ago Post by booksmusicanime
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booksmusicanime Photo Spam Queen

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Lian Wai
Lightning Slash


Basic Information

Species:
Elf
Age:
27
Gender:
Female
Class:
Rogue
Appearance:




Curriculum Vitae

Specialisations:
Duelist/Tempest
Notable Traits:
Andrastian
Despite being raised in a Dalish clan, Lian is a avid believer of the Maker and his wife Andraste. Though she doesn't openly say she does she does remember bits and pieces of the Chant of Light.
Nature Resistant
Lian is resistant to nature attacks due to being raised out in nature and being a friend to nature.
Flaws:
Has a younger sister who last she knew was still back home in the Dalish camp she lived in.
Has a limp due to a old injury to her left leg.
Is very sensitive about people being rude towards elves.
Skills:
Rouge-
Twin Fangs
Spinning Blades
Dance of Death
Tempest-
Flask of Cold
Flask of Fire
Duelist-
Throw the Gaunlet
Vendetta


Backstory

Biography
Lian was born in Northern Ferelden in a Dalish camp. She spent the first two years of her life living happily with her mother and father when her little sister was born. Sadly their happy little family didn't last long when her mother died a few days later from unknown complications.

As Lian grew she worked her hardest to be the best Dalish Elf that she could be, taking it upon herself to care for her sister when her father was hunting and also learning about Dalish culture and history.

When she was ten her life was once again changed when her father disappeared while hunting one evening leaving Lian with her sister and the rest of the Dalish camp.

When Lian was ten she started to learn to hunt but had no real skill with a bow so she spent most of her time in camp. However when she was fourteen she was dared by one of her friends to go out and hunt a bear. That ended in disaster when Lian was attacked by the bear, she was lucky to escape with her life but in the process her left leg was badly injured and once healed left her with a permanent limp.

A year later, shortly after she turned fifteen she left the camp to travel on her own, armed only with her smarts and a pet Nug, she named him Snuffles, her sister gave him to her as a going away present. She traveled from Northern Ferelden towards the Hinterlands to find work and to also learn how to fight.

She was eventually taken under the wing of a rouge who taught her how to use two blades and taught her how to be a Duelist. Another man in the town she was staying in also taught her how to be a Tempest. Though the two men were murdered in front of her eyes, breaking her already shattered life apart again and ruining her innocence causing her to become twisted under her sweet and innocent exterior.

When she was twenty-four she left the town and traveled again, taking mercenary jobs to earn money. She eventually ended up joining with the Inquisition shortly after she turned twenty-six, after spending two years taking jobs. After the events of Inquisition was over she was twenty-seven. She decided to stick with the group and that's where the rest is explanatory.

Personality and/or Motivation:
Lian on a good day is very smart and sharp, easily catching mean remarks towards her or Elfish kind. She's also very quick to anger and isn't afraid to start a battle if thinks it's right. She's a little shy when you first meet her despite the fact she's been traveling for twelve years. She's also protective of her friends and her clan and is willing to give her life to save others. Underneath her innocent and calm exterior however is a very twisted girl, willing to use that innocent exterior to make her enemies trust her and the to destroy them with slashing blades and a fiery potion.
Player’s long term goals:
Lian's long term goals aren't much.
She wishes to return to her clan after a while and give any money she has made to them.
She wishes to see her little sister again.
Finally she also wishes to figure out what actually happened to her father when he never came back to camp,

Relations:
Lian has few relations despite traveling for many years. However, she does have good relations with her Dalish clan and people she's taken jobs from.
Secrets:
Lian keeps secret that she is terrified of bears, they're what caused her to earn her limp at the age of fourteen.
She keeps the fact that her father may be alive a secret, not knowing if it's true or not.
Hidden 9 yrs ago 9 yrs ago Post by Adorabadass
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Fredrick
The Dog of Fereldan
Basic Information

Species:Elf
Age: 24
Gender: Male
Class Warrior
Appearance:

Fredrick is missing his left arm, and has many, MANY scars. He has brown eyes and a very feminine appearance. He is muscular, and short. He stands at five feet.
Curriculum Vitae

Specialisations: Berserker, Reaver, Spirit Warrior(used through anger)
Notable Traits:
First Trait: Despite not being a mage, Fredrick has an oddly powerful connection to the Fade. This makes him more of a beacon for demons and spirits than an average person, though no where near the same extent as a mage. Rage demons in particular are attracted to him, for obvious reasons.
Second Trait: Fredrick's left arm was destroyed by a high dragon before. He has thus adapted his two-handed fighting style to use only one arm, and is very, VERY strong in that arm.
Third Trait: Fredrick has learned to form a semi-corporeal arm using his reaver and spirit warrior skills. This arm cannot properly grasp anything, but its amorphic nature allows him to use it as a Swiss army weapon.
Fourth trait Fredrick is VERY pro-freedom, and is always rooting for the underdog. He is also very sensitive if racism, and will willingly stand up to anyone who he feels is being unjust, common sense be damned.
Flaws
First Flaw: Fredrick is an ANGRY little bugger. He is more or less always bitching about something or someone, and during combat he has to constantly fight against his own anger for control. His rage is a double edged sword in a fight, as, though it powers all of his skills, it also makes him less rational(duh). He can be smart, but rarely will he consider the smart idea when he can just inspire pantshitting terror.
Second Flaw: Fredrick is VERY hard headed. When he gets an idea in his head, he will stand by it, logic be damned.
Third Flaw: Fredrick is really socially awkward. His foot has taken permanent residence in his mouth and will not leave. He has the amazing power to say the dumbest thing possible.
Fourth Flaw HE ONLY HAS ONE FUCKING ARM. IT IS SO HARD TO DO THINGS ONE HANDED. HE NEEDS HELP UNSCREWING JARS. HE HAS ONE ARM.
Seriously though, while his abilities can compensate, he is still missing an arm. Out of combat he has various issues, and in combat he has to rely on a constant assault to keep himself safe, as having only one god damn arm means he can't attack and defend at the same time.

Skills
Growing Fury: A combination of berserk, frenzy and spirit warrior skills. Fredrick's combat rage has multiple stages to it, depending on how wounded he is and his furious he is. His second arm is tied to his rage too, not manifesting until the second stage of his fury.
1st Stage, Berserk: Fredrick's usual combat stage. Frothing at the mouth berserk fury, with no magic added. Fredrick swings Dragonslayer one handed, ripping through his foes.
Notable Skills: Various "two-handed" techniques, notably the very quick and powerful sunder arms and sunder armor, as well as Destroyer. He has a weakened version of frightening appearance, which is less Reaver powers and more being a terrifying berserk elf. He can use Final Blow, which exhausts his remaining energy and leaves him vulnerable.
2nd Stage, Unholy Frenzy: Fredrick rarely reaches this state.Fredrick's strength is further enhanced as he is wounded, and he begins to inspire bladder-failing terror with his warcrys and viscious attacks. He revels in blood, and regenerates if exposed to enemy blood. He can use frightening appearance to its true potential, and actually takes advantage of his terrifying nature to make his foes too scared to fight back. He can actively use Devour in order to heal further. He also forms a limb out of blood and fire in order to attack his foes. He gains use of overwhelm and dread howl while in this state of rage.
Third Stage [I]Rage Demon[/b]: Fredrick sinks partially into the fade, gaining potent defensive and offensive benefits. His attacks become significantly faster, and blood becomes gravitating toward him to heal him. His formed arm becomes even more versatile, and he learns to use Fade Burst and Blood Rage. He gains use of Frenzy, Peon's Plight and Massacre, and regenerates health more with each foe killed. This state actively drains him, however, and he has only successfully manifested it for five seconds before. When this form wears off, he is extremely vulnerable.

He also has a Mabari named Mangy. The old wardog is good at harrowing foes and leaving them open to further assault, and is particularly good at taking down mages by overwhelming and murdering them.

Backstory

Biography:
Backstory

Biography: Fredrick's family was a slightly wealthy one within the Denerim alienage. They lived relatively decent lives, and were able to bring up their kids with a decent education. Fredrick has an almost idealic life for a while, with a protective, kindly older sister named Nora, a hard working and wise father, and a gentle and loving mother.

He was STILL angry, of course. Fredrick was always short tempered. His reaction to anything was yelling. He was an absolute NIGHTMARE of a child to raise. The only reason he didn't get beat up by the other kids for his constant raging was because of the aforementioned older sister.

That changed when his sister was taken by the Circle. A human had been hitting his elven servant, and Fredrick, smart kid that he is, decided that the best solution was to swing a stick at the man. Considering he was nine at the time, he was slightly unsuccessful, and the man tried to attack him too.

Before the man could lay a hand on him, however, Nora did...something. She had held both of her hands out, and the man stood still. After a moment, he fell to the ground, unconscious.

Though the servant said nothing of her tiny saviors, word still got around. It was a few weeks of stressed waiting, and then Fredrick saw some big armored humans come and take her away. His family later got news of her having been slain while attempting to escape the circle.

Fredrick started getting into fights. A lot of fights. His parents constantly tried to get him to be more careful, but their pleas fell on deaf ears. Fredrick did some good, however. While at first he mostly just fought the other kids, as he grew up he started fighting thugs, bullies. He has actually helped a decent number of people in Denerim. He even helped out a mabari breeder in Amaranthine while visiting family by driving off some thugs that were trying to steal some pups. Fredrick got a pup of his own for his troubles, whom he named Mangy. Mangy helped protect him, especially during the events of Tevinter slavers and other unrest in the alienage. Mangy even saved his life when they were helping protect the alienage.

After the Blight ended, Fredrick decided to take up mercenary work to help fund the reparation of the alienage. He and Mangy set off and joined with a group of mercenaries for a time. They gained quite a reputation as doers of the impossible. They went all over Denerim, and later beyond its borders, doing great deeds. Fredrick's company was called the Dogs of Fereldan, so named for their Chasind leader, and because Mangy became their mascot. The leader took Fredrick under his wing, and taught him to harness his rage more efficiently.

Eventually, they ended up hunting a rogue apostate in Kirkwall.

They tracked the Maleficar to a house in town, fully prepared to confirm who she was and kill her. However, when Fredrick saw her, his heart stopped.

The maleficar was his sister. She told him of how she had escaped and been named dead before her Harrowing. How she had turned to blood magic and unlocked the dalish secrets of the Arcane Warrior, and how she had dedicated herself to finding greater and greater power. How she planned on helping to free the mages.

And that was how Fredrick's mercenary company ended up doing covert operations against the Templars. They mostly smuggled mages away from Tower confines, killing any Templar that came after them. It was dirty work, as most Templars were good people, but Fredrick was willing to do it for his sister, and his mercenary company stood by its own.

Eventually, however, Fredrick found evidence of his sister's doings that he couldn't ignore.

Kidnapped children, men, women, even a few grey wardens. So many innocent people, suspended in glass jars and studied, experimented on.

His sister rationalized it. Freedom, at any costs. She was tired of being a slave, tired of being branded a criminal when all she wanted was freedom. Fredrick felt uneasy, but he allowed it.

One day, his company for a job to collect regeants for the mages. It all went well, till they tried to get Drake scales. They ended up attracting the attention of the Female, a powerful high dragon. It slew most of them, and Fredrick ended up losing his right arm when it tore into him.

After that, his rage boiled over. The details are hazy. He remembers climbing atop the corpses of his friends, piled as they were, and leaping into its snout. He remembers the haze of blood, and the rise and fall of his axe. He remembers a final swing of his great axe, and then rolling over, passing out in a pool of mixed blood.

He awoke in one of his sister's glass jars. She told him that he had been gone for a few days before she found him, and that she had only managed to save him through powerful blood magic. She told him she had found him next to the mangled corpse of a high dragon. It was decapitated, one of its wings had been torn out, and its skull had multiple fractures.

After that, Fredrick's short temper was even worse. For a few days, he had to seal himself off, as EVERYTHING sent him into a mad, raging fury. He worried that he had become an abomination, and his sister refused to tell him one way or the other.

It took months for Fredrick to recover properly, learning to harness his rage as a tool once more. With his company destroyed, Fredrick and Mangy were the last Dogs of Fereldan. During the final battle of the Mage-Templar war, Fredrick felt his rage boil over to a breaking point. He had been fighting a particularly skilled Templar, and had been losing. Every swing of his axe was deflected by the man's shield. His blows seemed to drain Fredrick in an odd way, sapping his strength. He only won that fight when he flew into a rage beyond what he had ever encountered before. Blood flew about him, another weapon to wield. He became an animalistic thing, attacking ferociously, smacking his armored foe about like a pebble. He tore into his foe's armor with an appendage made of blood, and tore out his heart with his teeth. He then turned on...everyone. Friends, allies, enemies, all were the same. When he finally came to, Fredrick was horrified at what he had done. What he had become.

After the final battle of the Mage-Templar war, Fredrick's sister disappeared. He found her journal, left to him by her. She claimed not to want to be followed, that the war wasn't over.

She told him the truth of how he had been saved. That she had taken the blood of all the other surviving Dogs of Fereldan, and that of the dragon, and used them to change him. She hadn't healed his wounds. She had changed him so he could do it himself.

Fredrick sent Mangy home, and wandered about for a time, dissilusioned. He tossed himself into any fights he could find. His parents tried to contact him, but he avoided them. He was no longer their son. He was a monster. He wasn't even angry anymore. Just...tired.

At one point, he passed through Denerim. He had gone months without eating, and was basically a skeleton with axe and armor. He collapsed on the streets, dying.

He woke up in a comfortable bed, the smell of his mother's cooking wafting in. He felt Mangy lying next to him, and could hear his father talking about current events with his mom.

For a moment, he thought he had died. Mangy's stinky breath in his face told him otherwise.

His parents told him how Mangy had suddenly left, and came back dragging his armored form through the alienage.

Fredrick stayed for a while, doing work for the Guard. He stayed, and he healed. He learned of the stories that had been told about him back home, of how he'd become the hero that elves told their children about in Denerim. How the Dog of Fereldan was upheld by the Chasind as one of their legends. How Fereldan took pride in its Dogs, and in their final survivor.

Fredrick found a purpose again. His family knew that the truth was darker than the tales said. They didn't care. As much as he had worried and annoyed and irritated and ignored them, his family still loved him.

He eventually left again, Mangy at his side. He took mercenary work again, with all his loved ones in mind. He would make them proud.

And whether she wanted to be followed or not, he would find Nora, and bring her home.

Personality and/or Motivation: Fredrick is an angry, short tempered and surly individual with a strong moral code. He's far less violent than he used to be, and tries to avoid physical violence whenever he can.

He works out most of his frustration and temper through angry, sassy quips. Amd he never seems to stop talking.

He is EXTREMELY protective of his loved ones. Especially Mangy. You hurt his dog, you die.

Meanwhile, while he has some demons to face, he is actually happy about his life. He believes that there is good in the world, and he feels like it's worth fighting for. While he acts like a pessimist, he is VERY MUCH an optimist.

He loves to bake, secretly.
Player’s long term goals.
A chance to absolute berserk massacre a large group of enemies.
Mangy must piss on a lot of sacred artifacts to mark his territory
Get a chance to embarrass himself in front of an entire royal court.
Get ass kicked by a superior raging warrior.
Win in the rematch through NOT losing control.
Find his sister. Confront her over her actions, and work things out.
Avoid a huge massacre by being REALLY FUCKING SCARY.
Relations:
Fereldan Adoration: Fredrick is well-thought of by his home country, who have received watered down tales of his exploits.
Alienage: Especially Denerim's Alienage, who have received a LOT of money from him. They basically worship him there. Especially since the first act of his mercenary career was helping defend the alienage.
ApostateMages: Many mages, especially in Kirkwall, owe him their lives.
Chantry: For good reason, the Templars KINDA dislike him.
Secrets:
Fredrick keeps the darker side of his exploits under wraps. As far as anyone knows, he is just an angry, one armed hero. No one knows that the hunched beast that killed so many during kirkwall's final battle was him. Very few tales include the second stage of his fury, and no one knows about the third. The official story of him facing the dragon leaves out the part about him being healed with the lifeblood of his allies.

He also tries not to let anyone know that his missing sister is a known and dangerous maleficar.

Quotes:

"Nora, sis, I love you and cherish you, you know this, but WHAT THE SHRIEKING TIT NIPPLE KINGLY SHIT FUCK ARE ALL THOSE TRIPLE DARKSPAWN ORGY FUCKING PEOPLE DOING IN JARS!?"

"Fuck the rain! If I wanted water, I would have gone to a fucking well! Fucking Maker!"

"TEN SILVER!? FOR A FUCKING POULTICE?!? YOU SHITASSED MOTHERFUCKING SHITASS!"

"FUCK THOSE FUCKING FUCKERS!"

(To an arl) "FUCK YOUR COUCH, FUCK YOUR DOG CUZ MINE'S COOLER, FUCK YOUR MOM, YOUR DAD, YOUR UGLY ASS WIFE, YOUR WHOLE FUCKING FAMILY LINE, YOUR WHOLE ARLING, YOUR DUMB ASS SON AND SLUTTY ASS DAUGHTER, AND MOST OF ALL, FUCK YOU!"

"FUCK THAT!"

"FUCK!"

"SHIT!"

"SHIT FUCK!"

"For the love of the damned Maker. If another half assed fucking spider crawls out, I will shit out a rage snake and beat everyone in this cave ha fucking death with it!"

And, most commonly of all,

"Fuck you!"
Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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Basic Information

Species: Human
Age: 52
Gender: Male
Class: Warrior
Appearance:
Much like his armour Martin is beginning to shows of wear and tear, a relatively long life as first a knight and now a merenary has taken its toll and the wrinkles in his face are pointing more and more to a time soon coming when he will have to lay down his shield before he can lift it no more.
Curriculum Vitae

Specialisations: Weapon and Shield, Champion, Archery
Notable Traits:
A Lifetime Of War: Starting with the Fereldan Rebellion, which occurred when he was only 12 years old, Martin has been fighting his whole life, as a page, a knight and a mercenary. He's gained a knack for not dying, simply by managing to always be in the right place at the wrong time in order to avoid enemy attacks, whether they be swords, arrows or flaming fireballs. While this knack rarely helps his colleagues it ensures Martin will almost certainly live to fight yet another day.
Sword, Bow and Shield: Learning early on that the true path to victory lies in being able to kill the other guy faster than he can kill you, Martin has honed his ability with a combination of weapons to ensure he's always able to damage his enemies, no matter how close or far they may be.
Bitter Determination: Martin's mind is a steel trap, sharp and tough and virtually impregnable. Spellcasters, daemons and mind altering chemicals have little effect on him allowing him to keep his wits sharper and clearer no matter how confusing things around him may get.
Master Strategist: Having seen almost everything the world, and beyond, can throw at him Martin has the foresight and wisdom to lead troops in even the strangest of encounters, and his allies would do well to heed his counsel when he chooses to give it.
Flaws:
Old War Horse: Having lived a lifetime in battle Martin's beginning to feel his old age creeping up on him and he's fully aware that he's not as young as he used to be. Minor aches and pains from old wounds as well as his own decaying flesh all plague him, making him just that little bit slower than his younger companions. Not that that makes him any less fierce the fighter.
"I'm The Boss, No-one Else": For some reason he'd rather not talk about Martin hates to be under the command of others and in situations were he has to defer his command he'll always be resistant to the change in roles. He's the one who's fought his way up the ranks after all, and everyone else should respect that.
Dishonourable Past: When the chips are down the truth is that whatever Martin did in his past has led him to being a pariah to his own people. Exiled from Ferelden Martin can never return to the country of his birth, the country he has fought and bled for more times than he can count. And whatever you do, don't ask him about it.

Skills: Shield Wall, Shield Bash, Lunge and Slash, Payback Strike, Line in the Sand, Walking Fortress, To the Death, Explosive Shot, Full Draw and Long Shot
Backstory

Biography:
Not much is known about Martin's past, other than the fact he has been fighting for most of it. Starting at the age of twelve Martin was one of the citizens of Ferelden who stood up to their Orlesian oppressors and drove the invaders out of their country. Soon after he was involved with a number of internecine conflicts between neighbouring Arls as the lords scrambled for territory, position and power. Rising up through the ranks he was taken on by a nobleman as his page, and eventually gained his knighthood.

During the Fifth Blight Martin lead a cavalry detachment, riding between the villages fighting darkspawn wherever he could. During that time he had to end more than a few lives of his comrades as they felt to the Blight, struck down by the cursed blood of their enemies. Hardening himself he fought on and when the final push came he was there at Denerim to see the Archdemon fall to the spells of the Hero of Ferelden. Something changed in him after the Blight however and turning his back on his comrades Martin set out on his own, becoming a wandering mercenary for hire, taking coin where he could to fight in another's name.

When the Mage-Templar War started business was good for Martin, and he made money on both sides. One week he'd be defending apostates fleeing their homes as they escaped into the wilds, the next week he'd be accompanying Chantry sisters to root out maleficar in the outlying villages. Soon his travels led him further and further west, leaving his former colleagues far behind. When the sky tore open and demons began terrorising the lands Martin continued on, fighting just as he'd always done.

Gathering together other disparate wanderers during that dark time Martin soon found himself working for the Inquisition, sent out into the wilds to hunt down breaches and report back on their locations for the higher ranking members of the Inquisition to deal with. As part of these during he ended up travelling far across Thedas, to the remotes of Orlais and the shores of Nevarra, never once looking back upon his old life as the battles led him further from home.

Now, with the immediate danger passed, the old warrior is once more seeking a path for his destiny, offering his services to the nobles of Nevarra as he seeks to travel even further out into the world.
Personality and/or Motivation:
Old and bitter, Martin has seen more things than any one man should have had to. After seeing friends, family and loved ones killed by everything from Orlesian soldiers to darkspawn to demons he's rapidly reaching the point of desperation. And yet, something keeps him fighting, a drive from within that tells him his fight is not yet done, and may not be done for some time to come.
Player’s long term goals:
Martin is here for the long haul, keeping his party together and fighting until the very bitter end.
Relations:
  • Most of Martin's immediate family were killed during the Fereldan Rebellion, leaving him an orphan of war amidst the chaos of those dark days.
  • The only woman Martin ever truly loved died in his arms after being infected with the Blight. The blade that killed her was his own.
  • While holding the respect of the Inquisition, the general military of Ferelden dislike what they see as Martin's disloyalty at having deserted his post following the Battle of Denerim, choosing instead to become a sellsword.
  • While Martin sees the Company as a surrogate family, he lacks the compassion to care for them any more-so than he did the troops under his command during the Fifth Blight, and should the time ever come when he needs to put them down, his blade will be just as swift as with any other foe.
Secrets:
Darkspawn Taint: The true reason Martin left his military position was that during the Fifth Blight he became infected with darkspawn blood. Unknown to him his body managed to purge the taint in the same way a Grey Warden's would, making him an unofficial Grey Warden with no training to the role. Not realising this fact Martin has gone to great lengths to hide the fact of his infection, and lives for the day his blood will turn against him, changing him into a ghoul.
Hidden 9 yrs ago 9 yrs ago Post by SimplyJohn
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Basic Information

Species: Elf
Age: 22
Gender: Female
Class: Shadowblade (Rogue/Warrior)
Appearance:
Dressed in dragon leather armour and prowling the night like a hunting feline, 'Nighthawk's grace and agility mean that few ever get to see her true face. Always clinging to the shadows, she allows very few to draw near, least their eyes be scratched from their socets by her claws.
Curriculum Vitae

Specialisations: Subterfuge, Sabotage, Two-Handed Weapon
Notable Traits:
Heartbreaker: Whenever she isn't wielding it in battle 'Nighthawk' always carries her signature greatsword Heartbreaker in the oversized sheath strapped across her back. While some may jest at a rogue packing such an oversized weapon 'Nighthawk' has learnt exactly how to handle herself with it, moving with the same stealth and precision as any knife-wielding rogue.
Flexible Nature: Naturally double-jointed and trained in using her body to maximum effect 'Nighthawk' can slip into even the tightest of spaces with little difficulty. Her climbing ability would put an alleycat to shame, leaping up vertical walls almost as easily as she'd prowl along an avenue.
Bittersweet Goodnight: While some may say every woman's kiss is deadly in 'Nighthawk's case this is more true than ever. Using a special blend of wild herbs and berries 'Nighthawk' can brew a poison to which she herself is immune but to all others is deadly. Typically coating both her blade and her lips with the tincture 'Nighthawk' is certain to get her target, one way or another.
Compassionate Ear: 'Nighthawk' knows exactly how to offer comfort and compassion when required and can put almost anyone at their ease with her king-hearted and warm ways. Offering to hear out their troubles and giving them a shoulder to cry on 'Nighthawk' rely forgets a thing she's heard, something some have lived to regret, while others haven't lived long enough to regret anything at all.
Flaws:
Passionate: 'Nighthawk's volatile nature is always bubbling just beneath the surface, ready to boil over at the slightest provocation. Sometimes people don't even know they've said the wrong thing until they feel the blade of her sword piercing their bodies, their limbs turning numb as her toxins reach for their vital organs.
Free Agent: Always claiming to be her own boss, 'Nighthawk's tendency to come and go as she pleases can often leave her 'comrades' left in the dust. Sometimes vanishing without a trace only to appear again overnight 'Nighthawk' is not one to be relied upon even in the most trivial of moments.
Bloody Secret: 'Nighthawk's very existence is a closely kept secret by a chosen few, and anyone she allows to hear her true name and live is to be considered her closest of friends. Any to hear her true name by accident... had better leave for somewhere remote and well defended, NOW!
Skills: Block and Slash, Pommel Strike, Whirlwind, Mighty Blow, Poisoned Weapons, Toxic Cloud, Stealth, Evade, Shadow Strike
Backstory

Biography:
'Nighthawk' past is a carefully guarded secret, which involves at least one village burnt to the ground, seventeen 'deaths by misadventure' and three stolen babies. What can be guessed by her bearing and demeanour is that 'Nighthawk' was not Dalish, and was most likely raised in a noble household, most likely as a maid-in-waiting or some other high ranking servant's position. She was trained in reading and writing early in life, but has made little use of either beyond what she requires to perform her duties. At some point she has given birth, possibly more than once, but has never kept the children, whether due to poor circumstances, her itinerant lifestyle or simply because she never wished to be a mother.

The real mystery is exactly when and where she obtained the abilities she makes much use of in her life, for fair or foul. Her stealth is beyond reproach, and she's often able to close within whispering range with her targets before they ever know she was there. Her use of a greatsword is equally notable, as she wields the large weapon with a grace and fluidity uncommon to one so petitely built. The sword itself, forged from Ice Dragon Bone and tempered to within a hair's breadth, its edge capable of cleaving through all but the toughest of armours seemingly without effort, again a mystery to add to many more.

What is known is that there is a debt which can never be paid, or some other obligation held over her by Martin Oxblood. There must be, for what other reason does she continuously involve herself in his affairs, arriving from nowhere and leaving just as suddenly, only to return again. If the secret og the Nighthawk is ever to be discovered, it will be due to that man.
Personality and/or Motivation:
While 'Nighthawk' will tell you her only motive is the thrill of the Game, and the joy of the hunt, in truth she's a very noble and honourable creature, bound by fate to forever be indebted to a man she can never repay. WHile the exact nature of the debt is uncertain to most, 'Nighthawk' knows that someday her services will be rewarded and she will be free.
Player’s long term goals:
'Nighthawk' is a means to an end, a tool to be used when the plot needs to be pushed in the right direction, even if that means people may die in the process.
Relations:
'Nighthawk's only relationship of note is Martin Oxblood, the man who holds her debt. While the exact nature of their relationship remains unclear what is known is that he is one of the very few who knows 'Nighthawk's true identity and the reason for her shadowy lifestyle, and someday he may just explain it all.
Secrets:
Hidden Heritage: 'Nighthawk' is Martin's trueborn daughter, cut from her elven mother's womb of after Martin had killed the woman to save her from the darkspawn taint. At first he didn't expect the baby to survive and so left the newborn in swaddling cloth on the steps of the Witch of the Wild, Flemeth. Ten years later his child returned to him, fully grown into a woman despite the lack of time having passed for her to be such, and unwilling to reveal what had happened to her.
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Karras
The Dark Wanderer
Basic Information

Species - Human/Awakened Ghoul
Age - 26
Gender - Male
Class - Rogue(Archer)
Appearance -

Curriculum Vitae

Specializations - Shadow, Archery, Specialist

Notable Traits:

Humanlike - Karras indeed does have the dark blood coursing within his being, but somehow has retained his human like form rather then a malformed grotesque hurlock with warped skin and exposed blackened teeth. He has also the capability of speaking instead of mere grunts, growls, roars, or screams... though because of the taint within he mainly grunts in approval or disapproval due to his voice now sounding somewhat bestial.

Lock-Jaw - Karras keeps his mouth shut mainly due to the fact of his black tinted teeth standing out to that akin of rivaling a dragonling. Though that doesn't mean he keeps it shut twenty-four seven, on several accounts he's used them against those that desired to get up close and personal or had actually managed to corner him... the taste does linger for a while though, which disturbingly isn't quite half bad to him.

Deadman Walking - Given his appearance when first laided eyes upon, you'd think you've spotted a ghost, walking!? His once smooth brown skin has now become a ghastly pale coloration of white mixed in with a dull expression of gray.

Hawk's Eye - Though his eye may look void of life with the whites of his eyes tinted to near gray themselves and his pupils nearly completely crystal white, he still has sharp eye that spot can spot movements nearly two miles out without the need of any enhancement of glass.


Flaws:
Brood Mother's Calling - Karras isn't fully cut off from the link between himself and the darkspawn taint that now runs deep within him. He's still able to hear their thoughts of the hived spawn especially of the voice from the darkspawn Broodmother that had turned him in the first place.

Enemy Neutrality - Even with him being away from the main cluster of his corruption Karras has crossed paths with Darkspawn without having to attack, but there have also been a few times when the calling has ailed his mind black, then back to were he's standing over those that were combating his tainted brethren.

Flesh Craving - Darkspawn don't relatively need to rely on the constant need of sustaining food, but when they do they take entire throngs of live prey, reported mostly the male counterparts, and devour the red warm flesh raw and screaming. Karras hasn't necessarily done such acts, on purpose, other than to save his own life. Gurgut meat does have a limit though, once or twice people who were bad tended to have gone missing

Skills:


Backstory


Biography - Karras once had an actual life filled with lively hood, fellowship and living for the thrill of the hunt. Since nothing within Avvarian culture was truly permanet other than their lifetime of cultural tradiotions and oaths, his former clan, The Dragonmaw Clan, constanly moved throughout the lands of Fereldan. The Dragonmaw were the most known Avvar clan that were truly more open then other Avvarian clans.

Growing up in the life of staying for a few years then moving on to new lands seeking new trade and their forests fruitful with plenty of wild game to hunt letting the previous area were they hunted repopulate itself for a time until it was thriving with enough game again.
Karras was an excellent huntsman within his clan. Karras's skill with a bow was highly praised and reconsided amonng his Avvar kinsmen, even the thane claimed that he was a force to be reckoned with from a distance, but that didn't mean he wasn't useless in close combat either. From bringing down Gurguts to managing to survive an encounter of Giants in heat... Truly it isn't a pretty sight. Something not even lowlanders should witness...

Though during the transition of moving from the hinterlands, the thane decided that taking a path through the mountains to Orzammar rather then take the long route around them... that was the day the avvar of the DragonMaw Clan died... the day Karras was no longer himself, but something... darker.

It was a a full moon and pitch black as tar as the DragonMaw clan took refuge inside a rather large old dwarven cavern that appeared with one way out as it seemed safe enough for them to stay for the night and continue onward when they arose, but it was folly as they didn't suspect the the night-gangers, darkspawn, to burst through the cavern from beneath them. They came in with a reckoning force of sheer terror. Even as the bulk of the DragonMaw forces were slaughtered in their sleep or trying to defend themselves, the rest of the DragonMaw clan, Karras included with the remaining alive fought back with equal strength. As they fought within they sought to send the young and those that couldn't out of the cavern to safety, but their own way out was cut off by darkspawn Ogres... they had walked right on into a trap unknowningly. None were safe. Elders, men, woman, and even children weren't spared.

After he quick and brutal onslaught, the Karras and what remained of the DragonMaw stood only twenty strong, the thane not included, to a throng of night-gangers. They were all brought down quickly, with minimal resistance. Those few that were hanging by a thread were either tainted themselves turning them into Darkspawn monsters or dragged deep under the mountains, into the Deeps Roads to be feasted upon. Karras was one of the few that were turned into a blighted creature known as an ghoul.

At first he was part of the hive minded killers. Obeying and slaughtering those that stood against them just like any other hurlock. His mind was blank, no emotion, no compassion, no remorse for those that he killed, but slowly years after being tainted, corrupted with dark blood, Karras had manged to retain part of his on will and sanity. Pieces of memories, names, places came back to him over time.

He questioned himself on the matter of who he truly was and seeing that he was able to be self aware of what he was and of this were truly as they seemed. He managed to find a way out of a part of the Deep Roads near Orzammar, not without having to fight his way out first which wasn't easy task. He sustained near death injuries escaping from them, but he pressed on and on moving through places he didn't recognize, having to fight others wanting to kill him just for the spite of it. Then one day seeing that he was backed against the wall by grey men with horns, injured badly when another group came into the fray and saved him.
He found himself indebted to the group, the only group, of people that had saved him that very day and sought to repay them by joining them.

Personality and/or Motivation - Karras... he isn't much of a talker per say, mainly due to the fact that he wanted to avoid any suspicion, though he already stuck out like a sore thumb because of his appearance already. He also tends to stare... Alot, Karras sometimes doesn't even know why he does it, he just knows that he does.

Player’s long term goals - Karras wishes to regain the entirety of his memories to find out what happened to him in the past and be free of the taint the runs within him.

Relations - Other then going out on jobs with the main group, he still doesn't truly know everyone within the group, though he has received a lot of suspicion from others as well.

Secrets - Karras can still hear the calling of the hived darkspawn and sometimes willing or not, his mind gives in and he turns into a mindless killer out for blood. Only a few people within the group have seen what happens when his mind does give in thus why he remains secluded from mainly everyone.
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