Hidden 8 yrs ago 8 yrs ago Post by Rekaigan
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Rekaigan Rolling Sushi

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Hidden 8 yrs ago 8 yrs ago Post by Twhirtley
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Twhirtley The Appalachian

Member Seen 7 yrs ago

Hidden 8 yrs ago 8 yrs ago Post by Drache
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Drache Certified Dragon Expert

Member Seen 4 mos ago

Name: Asher Kincade
Race: Human (Kvaren/Screamer)
Gender: Male
Age: 30
Birthday: Saffra 20th 270
Birthplace: Valley of the Screamers
Resides in: Valley of the Screamers (nomad)
Occupation: Swordmaster to the Thunderfang Tribe

Appearance:


Asher is a healthy man in the prime of his life. He stands at 5'11" and is physically fit due to not only the necessary labour that accompanies a nomadic lifestyle, but frequent weapons training both solo and with his fellow Screamer fighters. Asher's hair is black as a raven's wing, though a faint lightening at the temples suggests he might go grey early. He shaves his facial hair but usually has a bit of growth along his jaw and sideburns before he remembers again. His eyes are ash grey. He has several battle scars, the most notable being two sword marks on his face. In general, he is somewhat comely but even without the scars he'd only be slightly better than average. He dresses plainly, the only hint of any ostentatiousness being a golden hoop in his left earlobe.

Personality:
Asher is sullen and broody, often withdrawn and almost always quiet. He rarely smiles. His thoughts are consumed by an ever-present need to exact revenge on a certain Ebonfort knight. He can be helpful and he contributes to the continued survival of his tribe, but his conversation and demeanor is usually perfunctory and curt at best. He wasn't always this way, and some of the people who were close to him before he became a widow can bring out a ghost of his more cheerful and vivacious self, but these moments are rare.

History:
Asher was born and lived all his life in the Valley of Screamers. His father was a Swordmaster to the leader of the Thunderfang tribe's leader at the time. As is often the case with children who are born into a world rather than choosing to enter it as an adult, Asher never really stopped to think seriously about the Ebonfort and why his people hated them so much, he just took it for granted that it had always and would always be this way. He grew up helping mend armour and move tents, care for horses and make even the blandest food taste interesting. He learned the ways of the roaming animals of the plains and vowed his hatred of Ebonfort when he was proclaimed a man. But that was before Wren.

The Thunderfang tribe is one of the largest tribes of Kvaren, mainly because it tends to absorb smaller tribes who can't survive on their own or the cast-offs of others. It is the first place many strangers can come to learn the Kvaren way. While the Thunderfangs rarely organize raids themselves, they play an important part in providing support to the more blood-thirsty clans who attack Ebonfort regularly.

Wren came to the Thunderfangs shortly after Asher's first raid on a village. She scrubbed the blood off his armour and he gave her a kitten he had stolen from an Ebonfort barn. Asher took Wren for his wife shortly after, and a year later she was heavy with his child. Tragedy struck in the form of an Ebonsteel blade, leaving Asher widowed and grieving, and he never really recovered. With nothing but vengeance to occupy his thoughts, he occupied his body by training to be a better fighter. His efforts were noted by the Thunderfang leader, who promoted him to be one of several Swordmasters who serve the tribe.

Skills:
Weapon (Falchion) +47
Weapon (Whip) +1
Unarmed Combat +21
Horsemanship +14
Dual Wield (Sword/Whip) +11
Leadership +15
Land Navigation +10
Intimidation +11
Socialization +3
Endurance +3
Riding +4
Observation +3
Body Building +2
Rhetoric +1
Tactics +2
Animal Husbandry +1
Teaching +2

Total 90 + 20 (racial) + 41 (rewards)

Languages:
Kvaren (Fluent)
Common (25 points)

Special Abilities:
None



Possessions:

Item | Acquired | Value
Tribal Nomad's Outfit x 5 | Starting | 5 GP
Cold Weather Outfit | Startin | 8 GP
Traveler's Cloak | Starting | 1 GP
Breastplate (steel)| Starting | 200 GP
Helm, Nasal | Starting | 15 GP
Warskirt (studded leather) | Starting | 25 GP
Greaves | Starting | 60 GP
Vambraces | Starting | 50 GP
Shield, Buckler | Starting | 15 GP
Falchion Sword (steel) | Starting | 60 GP
Dagger (steel) | Starting | 2 GP
Whip (leather) | Starting | 1 GP
Warhorse, Light | Starting | 150 GP
Mule, Draft | Acquired | 10 GP
Bit and Bridle | Starting | 2 GP
Horse Feed x10 | Starting | 0.5 GP
Saddle | Starting | 10 GP
Saddlebags, large | Starting | 8 GP
Cook's Kit | Starting | 10 GP
Backpack | Starting | 2 GP
Bedroll | Starting | 1 GP
Blanket, Winter | Starting | 5 SP
Fishing Kit | Starting | 15 GP
Flint and Steel | Starting | 1 GP
Lantern, Bullseye | Starting | 12 GP
Rope (100ft) | Starting | 10 GP
Tent, Pavilion | Starting | 30 GP
Copper Jug and Basin | Starting | 2 GP
Ale, Barrel, Local | Starting | 6 GP
Torch x2 | Starting | 4 CP
Waterskin x2 | Starting | 2 GP
Manacles (master | Starting | 50 GP
Chain (10 ft.) | Starting | 30 GP
Shaving Kit | Starting | 15 SP
Candle x 10 | Starting | 10 CP
Maned Wolf Tooth Pendant and Skin | Starting | 10 GP
Slave: Verissa Greenlakes | Acquired | -2GP/day (see ledger)

Ledger:
Cost | Item | Subtotal
+200 GP | Starting Money | 100 GP 0 SP 0 CP
+1000 GP | Extra Money for not having a house | 1100 GP 0 SP 0 CP
-787 GP (rounded up) | Starting purchases | 413 (rounded down)
+838 GP, 7 SP, 5 CP | Ceruleo 300 DM Pay Day | 1251 GP, 7 SP, 5 CP
+793 GP, 5 SP, 5 CP | Jedayan Pay Day | 2044 GP, 12 SP, 10 CP
7 GP/day x2 (Occupation Pay, Swordmaster, Journeyman)
Income: Asher is incurring the cost of having a slave. -2 GP/day to his income.

Other:
N/A

Story List:
Date - URL - Characters involved
n/a
Hidden 8 yrs ago 8 yrs ago Post by HylianRose
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HylianRose Defender of Hyrule

Member Seen 2 mos ago

Name: Leona "Leo" Hartford

Race: Human

Gender: Female

Age: 23

Birthday: 32nd of Mauven 277 DM

Birthplace: Ebonfort (Capitol)

Resides in: Scream Watch

Occupation: Knight 7 gp/day

Appearance:



Personality:

Leo is often a rather serious character. She has her moments where she goofs off, but she is very hardworking to the point of often overworking herself, a staple of how hard it was for her to get to where she is. She has a deep complex where she always sees everyone looking down on her, whether they are or not. This is due to her difficult life growing up.

When in her off time, Leo loosens up and has a bit of fun, often drinking and buying nights with the local male prostitutes. However, she isn't always the hard ass or cold hearted woman as many of her colleagues see her as. She falls in love very easily. It is not always romantic and usually just means that she gets very attached to the people around her.

There is also the manner of her temper. She doesn't take bullying lightly and will lash out at anyone willing to belittle her or someone she cares for. She also has a hard time following orders and spends a good deal of her time trying her best not to talk back to her superiors. She also battles with herself constantly over the orders she recieves and her own moral compass.

History:

Leo, an orphan at the age of 12, spent a great deal of her time with a Knight's family where she dealt with a plethora of bullying from the 'real' children. She wasn't the prettiest girl and many of the other children picked on her for it. She was also much stronger than many of the boys around her which caused them to pick on her much more than they normally would. To combat this, Leo spent all of her free time training herself the best she could, often being picked on for it. "Just because your daddy was a Knight doesn't mean you'll be one too." They'd tell her. She would simply smile and continue hitting the tree with her stick, pretending it was a sword. When she turned 16, she left the family and immediately turned to look for some possible way to train herself. Her first tries left her with bruises on her rear end from all the kicking she'd recieved. How dare such a dirty rat ask for such a request. Still, Leo never gave up. It wasn't until she saw him a year later that she remembered him. Her father's best friend Alfred.

She spent the next few years training with Alfred and his son, Gregory. For 3 years she trained and trained. Eventually, Gregory became a squire, as he was of the age for it, but Leo's time had passed. It wasn't like she wanted to be a squire anyway. Alfred, however, was all aboard helping his old friend's daughter become a Knight, her father would have been so proud, and offered to help her enter the Tournament. For the next few years, she spent time with Alfred learning what she would need to know about the Tournament.

She entered, but didn't win, much to her dismay. In fact, she was beaten on her third match, but the Knights watching had seen some potential in her and found her afterwards to offer her training. Within seconds, she was being led to where she would live for the next year while training, Scream Watch.

Skills:

Combat
Weapon (Falchion) - 20
Weapon (Buckler) - 5

Support
Drinking - 10
Endurance - 15
Gambling - 5
Land Navigation - 10
Scouting - 5
Sex - 10
Intimidation - 10
Leadership - 10
Seduction - 10

Possessions: 95 GP.

Explorer's Outfit - 10 GP
Leather Armor - 10 GP
Buckler - 15 GP
Falchion - 60 GP
Tent - 10 GP
Lives in Barracks
Chain Mail (Loan) (Ebonsteel)
Breast Plate (Loan) (Ebonsteel)
Helmet (Loan) (Ebonsteel)
Greaves (Loan) (Ebonsteel)
Cuisses (Loan) (Ebonsteel)
Vambraces (Loan) (Ebonsteel)

Ledger:
+95 GP - Starting GP - 95 GP
+305 GP - Ceruleo 300 DM Pay Day - 400 GP

Story List:
Date - URL - Characters involved
Hidden 8 yrs ago 8 yrs ago Post by Drache
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Drache Certified Dragon Expert

Member Seen 4 mos ago



Name: Drachiathoryx 'Drache Sgarsiath'
Nickname: Fireball, Drache Firespinner
Race: Half Dragon (Red) / Half Human
Gender: Female
Age: 150
Birthday: Vermillio 51st 150DM
Birthplace: Near Pyresia
Resides in: Pyresia
Occupation: Archaeologist

Appearance:
Like most half-dragons, Drache is tall at 6' and covered from head to toe in scaled skin. Most of her hide is red, fading to a coppery-gold along her ventrum. Other than her bipedal shape, there is little to hint that her mother was human apart from a head of black hair that falls to her elbows. Her eyes are reptilian with vertical pupils and wisps of smoke drift from her nostrils when she is especially pissed. She has a pair of large dragon wings on her back, the thick muscles attaching them to her back suggesting that they are fully functional. Her tail is long and sinuous and watching her tail is often a better judge of her mood than her inhuman visage. She rarely wears shoes, mainly because her legs are elongated so that she walks on talons rather than human feet. She is buxom and shapely, and usually wears fine clothing that accentuates her features. It is common to see jewelry decorating her horns or her throat, a testament to her finds when treasure-hunting and tomb-raiding.


Personality:
Oozing with aloof confidence, Drachiathoryx is a singular woman of dominating presence and sultry tongue. Whether sprawled out beside a wilderness campfire or in the bed of this week's conquest, it's difficult to imagine a situation in which she is truly discomfited. But behind the flash of fiery eye and fang-revealing grin, the heart of a half-dragon can be a lonely one indeed. Having watched most of her childhood companions grow old and die, Drache is reluctant to make close friends with anyone except true dragons, who unfortunately tend to look down on their half-blooded cousins. Most of Drache's life is a careful balancing act between her two halves, draconic instinct warring with a love of the intrigue of high society. In general, Drache is outgoing and impulsive, but can also be sly and devious. She enjoys playing games of favours. She is also fond of shiny trinkets and artifacts, especially if they are magical.

History:
Drache is the offspring of a powerful red dragon named Sgarsiathoryx who was one of the original founders of Pyresia, and an human Sensialist named Atarime. Her sire was dead before she was born, and her mother devolved into the madness brought on by losing control of one's magic. Wandering the wondrous city of Pyresia unescorted earned Drache the acquaintance of many interesting people from an early age. The value of this networking was a deciding factor in her success as a treasure-hunter. It also makes it easy to avoid having to spend her precious coins in an inn when she gets back into town. In more recent years she has discovered that her fire-breath is more than just that thing that happens when she gets Really Mad and has delved enthusiastically into the world of Elementalism. Her reputation has caught the attention of the Wyrmoot on more than one occasion.

Skills:
Elementalism (Fire): +65
Archaeology: +52
Observation: +25
Socialization: +20
Sex: +18
Seduction: +18
Intimidation: +14
Unarmed Combat: +12
Aerobatics: +11
Leadership: +11
Writing: +11
Stealth: +6
Drawing: +6
Acrobatics: +4
Persuasion: +4
Tactics: +4
Flirting: +4
Bodybuilding: +3
Comedy: +2
Land Navigation: +2
Wilderness Survival: +2
Trapping: +2
Subterfuge: +2
Cartography: +2
Physics: +1
Negotiation: +1
Drinking: +1
Teaching: +1
Hunting: +1
Endurance: +1
Disguise: +1
Spelunking: +1
Tracking: +1

Total 90 + 30 (racial) + 95 (rewards)

Languages:
Common (Fluent)
Draconic (Fluent)
Dwarven (10 points)
Drow Sign (10 points)
Kvaren (2 points)

Special Abilities:
Fire breath
Immunity to fire and heat damage
Darkvision
Flight



Possessions:

Item | Acquired | Value
Explorer's Outfit | Starting | 10 GP
Artisan's Outfit (Silk) | Starting | 25 GP
Traveler's Cloak (Fancy) | Starting | 10 GP
Reinforced Leather Corset | Starting | 25 GP
Reinforced Leather Armour Skirt | Starting | 25 GP
Copper Dagger | Starting | 10 GP
Glow Crystal | Starting | 70 GP
Ink, 1oz vial | starting | 8 GP
Inkpen | Starting | 1 SP
Journal, Ornate | Starting | 5 GP
Survival Kit | Starting | 53 GP, 4 SP, 4 CP
Bottle of Wine, Local | Starting | 2 GP
Copper Coins, 1lb | Starting | 5 SP
Assorted Jewelry | Starting | 100 GP
Archaeologist's Kit | Starting | 25 GP
Map - Greater Pyresia Region | Acquired | -
Satchel | Acquired | -
Book, Blank x5 | Acquired | -



Ledger:
Cost | Item | Subtotal
+200 GP | Starting Money | 100 GP 0 SP 0 CP
+1000 GP | No house | 1100 GP 0 SP 0 CP
-370 (rounded up) | Starting purchases | 830 GP
+475 GP, 8 SP | Ceruleo 300 DM Pay Day | 1305 GP, 8 SP
+590 GP | Jedaya Pay Day | 1895 GP, 8 SP
---------
Wages: 4GP/Day (Archaeologist) x2 (Journeyman)

Other:
Companion:
Fire Elemental (Sprite)

Companion:
Dragon


Story List:
Date - URL - Characters involved
Vermillion 21, 300DM - Dragon, On the Rocks - Drache and Genrit’khaath (Complete)
Ceruleo 45th, 300 DM, Sunrise - They Have Returned (Quest) - Various (Complete)
Jadeyan 13th, 300 DM, Mid-Morning - Dragon Bait - Drache and GM (Complete)
Jadeyan 24th, 300 DM, morning - Out of the Pan - Drache and GM
Hidden 8 yrs ago 8 yrs ago Post by Tuddums
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Tuddums I Am Blue.

Member Seen 7 yrs ago


Name: Genrit’khaath (Genrit)

Race: Dragon

Gender: Male

Age: 422, but is only physically the age of 122 (Will explain)

Birthday: 37th day of Saffra 122ML

Birthplace: Pyresia.

Resides in: A cave somewhere between the Valley of Screamers and Pyresia

Occupation: Dragon

Appearance:
Genrit’khaath is nothing short of magnificent to look at. His smooth white scales coupled with angled spines make him look more like a god than your common dragon (that's what he thinks anyway). His own narcissism aside, Genrit is a prime example of the size and majesty of his species. He is 128’ long and has four wings with a span of 105’. He wears no trinkets or amulets of any sort, lest they get in the way of his natural brilliance. Every inch of his body is pale white, even his eyes, tongue, and the inside of his mouth are a solid white.

Personality:
Disapproves greatly of the existence of sub species of dragons and half dragons. He also disapproves of dragons that willingly change into humanoid forms. Is incredibly proud to be a dragon, holds his race highly above others. He views himself as a perfect specimen and speaks highly of himself. Susceptible to challenges of his abilities.

History:
Born on the 37th day of Saffra 122ML to two dragon parents, Genrit’khaath was raised for 16 years before his parents both deemed him old enough to survive on his own, parting ways. The older Genrit’khaath became, his appearance became more regal and brilliant, his hubris growing at an equal rate. He has had minimal interaction with races other than dragons outside of observing them from afar while hunting or raiding certain locations for precious metals. He has spent most of his life keeping to himself, grooming his own ego as the years went by.

However, nearing the death of magic Genrit began having to be more territorial of his patch of wilderness. Not only were more dragons passing by, but some were starting to settle into nearby areas. Genrit spent the next few years defending his territory, chasing off or killing any trespassers. He lost a lot of his composure during this time, becoming more feral as opposed to his usual pompous state.

In the time that all of magic drained from the world, Genrit was attacked inside his home by a frost dragon. It caught him off guard and froze him in a huge block of magic ice. He would have been able to melt himself free, but he lacked the capability to summon enough magical flame. By the time the magic left the ice surrounding him it was too late, he was already frozen solid, preserved and trapped in that moment in time. Even after hundreds of years, Genrit remained trapped in ice, his possessions long since looted, waiting to be set free.

As magic finally starts to return to the world, Genrit'khaath's home was finally happened upon by another being. A half dragon by the name of Drachiathoryx. In her exploration she stumbled across his magnificence, trapped in a wall of ice. She opted to free him, using her fire magic to bring rocks down from the cieling and shatter the ice. Finally free, he has been faced with a world that has progressed from how he remembers it. In his own prejudice and fear of the situation, he harshly sent Drachiathoryx away, though acknowledges that he owes her a favor further down the line for saving his life.

Alone and with no direction, Genrit must now figure out just what he's going to do with his freedom.

Skills:
Racial Bonus: +30 in Intimidation
Wilderness Survival: 21
Hunting: 19
Intimidation: 10 +30
Aerobatics: 28
Unarmed Combat: 38
Bodybuilding: 5
Observation: 8
Storytelling: 1
Socialization: 2
Negotiation: 2
Land Navigation: 3
Endurance: 5

90 Points + 30 Racial Bonus + 52 Story Rewards

Magic:
Illusion: +20

Special Abilities:
Breath Weapon: Fire
Immunity to Breath Weapon element type
Darkvision
Declined shape-shifting ability, +20 skill points in a magic type of their choice.
Flight



Other:
Injury: Fractured right tibia/fibia due to fall. Will heal with no permanent damage if treated by a Journeyman+ healer in seven days. Will heal with permanent limp if treated by self within 7 days. Will become unusable if left untreated OR if Genrit fights or hunts anything larger than a normal deer in the next 7 days.

Injury: Large acid burn to right face and neck. Will heal with no permanent damage if treate by Journeyman+ healer in the next 7 days. Will heal with permanent skin scarring and visual (bot not functional) deformity to scales if treated by self in the next 7 days. Will heal with permanent scarring to skin, muscle, and scale growth if not treated.

Possessions:
Quantity | Item | Acquired | Value
1 | Severed Head of a Green Female Dragon | 22nd day of Vermillio, 300 DM | Sentimental

Ledger:
Cost | Item | Subtotal
Nothing

Story List:
Date | URL | Characters involved
Vermillion 21, 300DM - Dragon, On the Rocks - Genrit’khaath and Drache
Hidden 8 yrs ago 8 yrs ago Post by Rekaigan
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Rekaigan Rolling Sushi

Member Seen 2 yrs ago

Name: Ahmal Ervallen

Race: Fairy

Gender: Male

Age: 10

Birthday: 21th of Saffra 290 DM

Birthplace: Islahiise (Silvermist)

Resides in: Silent Rise

Occupation: Ebonknight (Scout Squadron), Silent Hunter

Appearance:


Personality:
Ahmal is a rather quiet soul, preferring to stand back and watch, rather than be the center of attention. However he will only intervene if he felt that something ‘wasn’t right’ by his instincts. He’s a rational thinker and is sometimes quite literal, so he often finds it hard to understand sarcasm or jokes. Despite his quiet nature, he is able to hold proper conversations.

History:
Ahmal is the youngest of 6 siblings. From a very young age, Ahmal was very adventurous. Ever since he could fly, he’d often wander off by himself down to Silent Rise and quietly observe people. He’d often write notes about people’s mannerisms as they worked. At around 2 years old, he started to follow Silent Rise hunters around the forest, observing their work from the tree branches above.

On one of his usual days of following a hunter through the forest, the hunter noticed his presence, skillfully catching Ahmal as he tried to escape. The Avien questioned Ahmal’s motives, only to find out Ahmal’s curiosity and potential to become a hunter. After some negotiation with the his parents, the Avien took Ahmal under his ‘wing’, and taught the young fairy various hunting techniques. Most which included the art of camouflage, patience and a readied bow. By the time he had reached adulthood, he was a fully fledged hunter and was, of course, independent of his mentor. The use of poison on his arrows was something that he had learnt from another hunter whom he had met on one of his hunting trips.

At the age of 9, Ahmal had made quite a name for himself as one of the uncommon Hunter Fairies. He caught the interest of one of the Ebonknight Lieutenant's after he had given them a rather detailed observation of the road ahead as the brigade was getting ready to set out. Warning them of the dangers along the path at that current time. This information had proven to be true at some excruciating detail. Ahmal was given an invitation to participate in the Knight's Tournament, which he accepted. Fortunately for him, the tourney was set in a forest, which gave him a bigger advantage over his peers. His ambush tactics and overall performance caught the attention of one of the lieutenants, and thus, Ahmal was given a recommendation and a place in the Scout Squadron.





Other:
- Weakened leg, 20 days natural healing for full recovery

Possessions:
Item | Acquired | Value
Black Pin | Loan | N/A
Scout’s Garb | Loan | 1 gp
Leather Armor | Loan | 10 gp
Vambraces | Loan | 50 gp
Iron Arrows x20 | Starting | 2 sp
Peasant's Garb | Starting | 1 gp
Traveler's Cloak | Starting | 1 gp
Composite Bow | Starting | 40 gp
Leather Quiver | Starting | N/A
Arrow Poison | (To be Acquired) | 50 GP
Camouflage | Starting | 40 gp
Antitoxin (Vial) | Starting | 50 gp
Tent | Starting | 10 gp
Bedroll | Starting | 1 gp
Backpack | Starting | 2 gp
Waterskin | Starting | 1 gp

Ledger:
Cost | Item | Subtotal
+54 gp | Starting Money | 54 gp, 0 sp, 0 cp (After inventory)
(Does not acquire +1000 gp, due to Knights position)
+708 GP | Seasonal Pay | 762 gp, 0 sp, 0 cp
Pay: 7gp/day

Story List:

Date - URL - Characters involved
Hidden 8 yrs ago 8 yrs ago Post by Isotope
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Isotope I am Spartacus!

Member Seen 1 yr ago

Name:
Temen

Race:
Vensh

Gender:
Preferentially Male.

Age:
184

Birthday:
Thirty Eighth Day of Vermillo, 116 DM

Birthplace:
Silent Rise

Resides in:
Forest cottage between Silent Rise and Green Fall

Occupation:
+3GP/Day Highwayman

Appearance:
Variable save a ragged scar over the heart.

Personality:
Embraced by a cynicism reinforced by what he sees as a life spent observing the world's cruelty Temen tends to mistrust others, when he interacts with them at all. Regardless of the gravity Temen seems to alternate between apathy and facetious humor in most situations, treating the world like an amusing comedy performed at the expense of the actors rather than anything weighty and tangible.

As a result of such thinking Temen imagines life as something without inherent and immediate worth, often judging others by how much he sees them as defying the world's brutish order. A creature like himself, something spoiled by circumstance or fate and at peace with the wickedness of nature is not a thing worth saving. However, Temen considers those who have held onto hope, those who not only imagine a better world but try to forge one in spite of all evidence pointing towards the impossibility of such a thing, as uniquely interesting individuals. Such people not only deserve life, but in Temens eyes are the only ones that can make others deserve it too.

All in all Temen is a cynical individual who cannot see past the malevolence of the world, but he is also one who hopes that should the right person come along such evil could change.

History:
Born as a Human boy to supposedly Human parents in the village of Silent Rise Temen spent his childhood as most young denizens of such a locale would, pushing his luck and narrowly avoiding death. Even after dozens of close calls he proved himself one of the boldest most promising of the new generation, and indeed many at the time considered him to be a fine hunter in the making. That was however, not to be.

For reasons never made known to him Temen’s parents would allow their son to live unaware of his own species until a scant year before his power awakened, and even then only conveying the most basic details about what he was, and what he would soon be able to do. More than any information they passed on a simple warning, to never allow others the knowledge that the Vensh lived on.

It was a warning that while weighty and clear, was also one of a sort the young are all too hasty in disregarding. Nearly halfway through his eighteenth year Temen underwent the transition as most Vensh would, and almost immediately began to misuse it behind his parents backs as they made preparations to depart the village as was customary.

From innocent tricks to outright theft Temen quickly attracted attention to the unusual happenings in the village, a feat considering most in Silent Rise preferred not to involve themselves in frivolous disputes. It was nearly two weeks after he first gained his ability and with days left before his family departed the village that Temen would come to understand why the Vensh had kept themselves hidden for more than a century.

Arriving surreptitiously in Silent Rise five cloaked men quickly sought out the victims of Temens foolish antics even in spite of to locals renown reticence. Before he knew it the strange individuals were closing in on Temen as if they somehow understood a Vensh was behind the mischief, and showing sense where their son had none Temen’s parents made arrangements for him to ascend into the forest. Concealed deep within the trees deep he thought himself safe.

For what seemed like an eternity he waited, and only when his paranoid mind could stand no more did he venture back to the village in the guise of a traveller he’d seen years before. It was clear the strangers had left, but such news served not to mollify his anxiety. Temen’s parents had bet upon the strange interlopers in the town failing to connect the dots before preparations for the family to vanish were complete, and it was this bet they lost entirely.

After a frantic search in which he already knew the answer Temen found the pyre just beyond the village perimeter, and in that moment his fear turned itself unwaveringly into rage. Familiar with the forest and with a whole life of training Temen ignored all the caution his instincts demanded of him and revolved to pursue his would be killers, to the ends of the world.

It was on the then-dangerous road between Silent Rise and Green Fall that he found them, and it was there he watched them for days as they plodded along still giddy from their victory. All the skills Temen once used to fell the beasts within the forest were turned upon the men in their black cloaks, and on the third night of their journey one of them vanished into the night.

The remaining four woke to screams from the forest, and the next night three men did the same. Those survivors tried to fight sleep, vainly pushing their bodies in an attempt to ward off the nightmare that awaited them. It did them no good, even though it took a week of patience the sentry posted that night succumbed to the whispers of rest, only to never wake again.

The next confrontation would come three days later, when the remaining to black cloaks set a trap. Thinking too little of his would be prey Temen stumbled into it like a fool, and soon enough faced two men with far more experience than he. Slashed, bruised, and on the brink of death it would be luck that came to Temen’s aid when against all odds the sky burst with rain and allowed one his his attackers to simply… Slip. A lunge with a knife and only one of the men who’d murdered his parents lived, and slipping into the night Temen did as well.

Days passed as the last wounded killer stumbled down the road in fear, unable to heal his wounds like his attacker. Refusing to give in no matter the cause the once high man whose cloak looked the colour of mud persisted until Greenfall was just within reach, and it was then Temen struck.

With the savagery of a wounded animal the last human fought, and in that fight Temen came to learn from the babbling of his opponent that remnants of the old Vensh hunters persisted. One enraged and one desperate Temen and his target both sought to end their plight, and in their struggle both inflicted apparently mortal wounds on the other.

Stumbling to the side of the road and aiming to cheat death Temen began a transformation to the form of the very man who lay dying meters away, an individual no more than a few years older than himself. In the change Temen would leave only the ragged scar over his heart from the wound both he and his adversary had received. Luck would have it the weather held travelers back for the time the metamorphosis took, and when patrolling Ebon Knights discovered the rotting bodies in the woods the monster that had killed them was long gone.

Staying in the form of the man who would have, who should have killed him, Temen found himself alone and afraid. With no clear next step he was filled with regret that he allowed those who raised him to die, and filled with remorse that killing was his only answer to death.

From that moment he resolved to live the full of a human's life, both to understand the men who had killed his parents and find an answer to the question that consumed his mind: was he really the monster that the fearful eyes of those he’d killed asserted he was?

Arriving in Ruby banks in 135 DM at nineteen Temen would find employment under an older farmer overseeing foreign slave workers on one of the region's many fertile fields. For ten years Temen would not only witness the barbarism of men, but keeping to his promise he would participate in it. On his twenty ninth birthday the dying childless farmer who’d once employed Temen would leave the farm to him, and Temen would act just as his predecessor had. For fifty years after Temen would do as anyone would and unthinkingly hold living beings in bondage as he expanded the lands they worked and came to be known as a reliable and upstanding member of the community. In that time Temen would raise an orphan as his one, a girl who’d grow into a woman not so different from her father.

On his eightieth birthday Temen would feel his body slipping, and would leave all his holdings to the woman he’d done so well to raise before going on an apparent last journey. Returning to the stretch of road where it’d all began Temen would undergo a transformation for the first time in a full human lifetime, returning to the young body he’d abandoned all those years ago. The one he’d been born in.

It was a return that filled him with disgust, resentment, and hopelessness. A human life had not led to the understanding and a peace he wished for. No… It had led to him learn a simple truth, he was a monster just as those men had said so long ago, but they were too. All living beings exploited others, they all hid the truth status and power, but each and every one couldn’t give a damn about those who they saw as other.

Somewhere a daughter he loved would grow old, and some time in the future she would die. Even knowing it was wrong to love her alone and worry for her while writing off all those who’d suffered under his commands--he still did. It was in that which Temen felt a melancholy that beggared description.

Isolating himself in the woods Temen would build a cottage from nothing, and for more than a century he’d maintain it alone. Anything that couldn’t be gathered would be stolen from the travelers that frequented the nearby road, and in time Temen would resign himself to a life he felt was deserved.

Skills:
Persuasion: 10 (+30 Racial)
Weapon- Long Spear: 15
Wilderness Survival: 15
Observation: 10
Camouflage: 10
Tracking: 10
Agriculture: 10
Carpentry: 5
Cooking: 5

Possessions:
Forest Cottage
Cold Weather Outfit: 8GP
6 Wool Peasant's Outfits: 6GP
2 Silk Peasant’s Outfits: 5GP
Traveler's Cloak: 1GP
Studded Leather 25GP
2 Long Spears: 10GP
Dagger: 2GP
Caltrops: 1GP
2 Gallon Pot: 1GP
Flint and Steel: 1GP
Waterskin: 1GP
Fishing Kit: 15GP
2 Hammers: 1GP
Hooded Lantern: 7GP
3 Chairs: 9SP
Table: 1GP
Bedroll: 1GP

Ledger:
+100GP Starting

Story List:
Date - URL - Charact
Hidden 8 yrs ago 8 yrs ago Post by Tuddums
Raw
Avatar of Tuddums

Tuddums I Am Blue.

Member Seen 7 yrs ago



Name: Anataaoerki

Aliases: Amrik/Knudsen/Cralk/Thotan/Frokay/Wernon/Lorsen/Lanrik/Klaun/Vilter

Race: Boogeyman

Gender: Male

Age: 25

Birthday: 13th day of Jadeyan 275

Birthplace: Ebonfort (assumed)

Resides in: Wherever will take him.

Occupation: Jester

Appearance:
A full body jester outfit, littered with patches of fabric sewn on in desperate attempts to keep it held together. Not a single part of his body is revealed, fiendishly hidden from curious eyes. Bells hanging from his hat jingle with his every move, bar one or two where the balls have fallen out. His white mask is rather unnerving to look at, as it hides any sort of expression or gaze he has.

Personality:
A born liar and entertainer who clearly isn’t all there. A mad jester indeed, his actions are often wild and unpredictable, jumping about and shouting in order to gain the attention of his audience. Whether he be in the company of strangers on the street, the tavern, the brothel, the campfire, or the castle (gods forbid), he gives every performance his all. And it shows. He will not be satisfied unless he has sufficiently entertained his audience. Or at least, unless he has convinced them of some misinformation. He is restless and will travel from place to place while also altering his outfit every so often, which has made his identity and origin considerably difficult to pinpoint.

History:
???
To be revealed.

Skills
Rhetoric: 5
Storytelling: 25
Singing: 10
Music (Lyre): 10
Dance: 10
Busking: 5
Acrobatics: 5
Impersonation: 5
Subterfuge: 15
Socializing: +30

Racial Bonus: +30 Socializing

90 Points + 30 Racial Bonus

Magic:

Special Abilities:
Greater Echolocation
Improved imitation after hearing a person’s voice over time

Other:
No one has ever seen his face, he likes to tell people he has no face. He will often alter his voice to sound like a woman, taking advantage of the fact that his body is rendered androgynous by his outfit.

Possessions:
Quantity | Item | Acquired | Value
Jester Outfit | Starting | 3gp
Bone Dagger | starting | 50sp
18 | Feed | Starting | 90gp
Backpack | Starting | 3gp
Lyre | Starting | 2gp

Ledger:
Cost | Item | Subtotal
+100gp | Starting Money | 100gp 0sp 0cp
+1000gp | Extra Money for not having a house | 1100gp 0sp 0cp
+2gp/day | Income, Jester

Story List:
Hidden 8 yrs ago 8 yrs ago Post by Wild Alyssa
Raw

Wild Alyssa

Member Seen 8 yrs ago

Name: Bula Do’Gash
Race: Orc
Gender: Female
Age: 42
Birthday: Jedayan 258
Birthplace: Screamwatch
Resides in: Her Camp
Occupation: Monster/Bounter Hunter
Appearance:
Personality:
A rather rugged exterior brought about by years of hunting monsters and criminals, Bula is a crass, blunt, and only cares for how much She and her sisters will get paid. She is loyal to a very select few, meaning she is only loyal to her sisters and if she happens to make any other friends she could possible become loyal to them as well. When it comes to a bounty though she will be merciless and always follow through with the task set befor her no matter how difficult it may seem.

History:
The Sisters have been together for all their lives, and Bula being the oldest has always been the leader of the four of them. One day at a young age they were found by a older Orc male who took them as his wives. He taught them his trade bringing them further into the fold of hunting down bounties, teaching them the tricks of taking down different monsters. For years they travelled together the Orc hunter known as Gabrash constantly trying to get the four female pregnant, but they always took measures to ensure they wouldn’t. They began to despise the male Orc who treated them like property every night while at the same time had them do most of the work and even complete most of the kills and then take credit for them himself.

It was after he grew angry with the youngest of the sisters and used her as bait for a dragon that they decided enough was enough. Leshy survived, but Bula had had enough and so while Gabrash slept they snuck into his tent, and with bursts of rage, they castrated, decapitated, and dismembered the male Orc. They dumped his body parts in the river and continued the trade he had taught them. They hunted, monsters, beasts, and man all the same accumulating quite a reputation for thmselves in the process. They became most known for their hunting of dragons having kill six in total. Though most of them were younglings they had in fact killed one young adult. Many people sought their services to rid areas of creatures or to attain certain alchemical ingredients that would otherwise be far too hazardous to harvest themselves.

Skills:
BodyBuilding: 10
Two Handed Melee Weapon (Great Axe): 20+30 Racial Bonus 50
Leadership: 20
Wilderness Survival: 10
Trapping: 10
Hunting: 10
Climbing: 10

Possessions:
1: 2 handed Great Axe (silver) 280 GP
1: Donkey (pack) 8 gp
1:Survival Kit 53 GP, 4 SP, 4 CP
1: Saddlebags Large 8GP
1: Breastplate Steel 200 GP
1: Greaves 60 GP
1: Explorers Outfit 10 GP
1: Travellers Cloak 1 GP
1: Vambraces 60 GP
1: Climbing Kit 80 GP
1: Hammer 5 SP
1: Grappling Hook 1 GP
10: Rope Hemp (10 ft)10 GP
3: Chain (10 FT) 30 GP
3: 25 Foot Heavy Hunting Net (75 Feet) Hooked, weighted 48 GP

Ledger:

200gp+1000=1200-849GP, 9SP, 4CP
350 GP 96 CP
+5GP per Day Income
-2 SP per day living
-2 SP Per day Per Companion Living

Companions







Story List:
Hidden 8 yrs ago 8 yrs ago Post by HHShetland
Raw

HHShetland

Member Seen 7 yrs ago

Name: Priestley

Race: Animata

Gender: N/A (Usually Identified as Female)

Age: 401

Birthday: 44th of Jadeyan, 101 ML

Birthplace: Kellin City-State.

Resides in: Mobile

Occupation: Unemployed (Survivalist)

Appearance:


Personality:
As one might expect, Priestley's personality is quite... scarce. As in, it's very hard to tell if she even has a personality.

She speaks in a very robotic, emotionless manner and has a preoccupation with statistics and empirical analysis. She was not designed to be social; as such, she has very little in the way of social skills. Most notably, she will always state the blunt truth, whether others want her to or not, and her practical analysis of almost everyone she meets inevitably leads her to make inadvertantly rude comments about people. A trait she shares with most of the Animata is that she tends to refer to herself in the third person, to lend a sense of impartiality to her statements. For instance, she will usually say 'This one', 'Priestley', or for occasions of import, 'Animata Priestley'.

There are some hints of a personality under her cold exterior, however. She seems to take pride in her skills and abilities, but usually not to the point of arrogance, and apparently has some hidden understanding of sentimental value and gratitude, considering that she named herself after her saviour. Plus, sometimes when her blunt statements of fact are brought up during inconvenient or disadvantageous situations, it can almost sound like she's being sarcastic. Of course, it's entirely possible that this is an accident and she has no understanding of what sarcasm actually is.

History:

Priestley no longer knows it, but she was originally created over a hundred years before the death of magic by the ancient underground-dwelling Kellin civilisation. Imbued with the soul of a willing Kellin scholar whose name has been lost to time, it was her task, as a Kellidium-forged 'Interpreter', to receive messages from the Kellin's God, Ordin-Cotac, and relay them to the Kellin in a form they could understand.

Priestley was among the Interpreters when Ordin-Cotac issued a message to the Kellin scolding them for becoming overly reliant on their Animata servants, and thus, both intellectually and physically lazy, and warned them of a coming disaster which would surely destroy them if they did not sort themselves out. A year later, the Death of Magic occurred. Ordin-Cotac seemed to vanish from existence, and all the Kellin Animata seemingly 'died', reduced to lifeless scraps of metal. Within a matter of weeks, Kellin civilisation proceeded to destroy itself in a civil war, almost exactly as Ordin-Cotac had predicted. The resulting conflict, coupled with a catastrophic cave-in (burying most of their underground City-State) and starvation killed off over two thirds of the population. The rest dug their way out and eventually assimilated into surface society, their knowledge eventually being forgotten.

Unbeknownst to the surface, however, a fair number of the 'dead' Animata had survived the cave-in, with some even being brought to the surface and dismantled either as 'souvenirs' or to be sold to the surface-dwellers for lots of gold. There is, however, one family, the caretakers of the Animata Interpreters, who recovered the remains of any Interpreters they could find, took them to the surface, and buried them in various locations, in the hopes that one day, magic would return and they would reawaken to speak the word of Ordin-Cotac once more.

Priestley, as it happened, was one of the Interpreters returned to the surface. Almost exactly as the caretakers had predicted, the magic eventually did return, at midnight on the 1st Jadeyan, 300 DM. It was then that Priestley awoke, the soul that had powered her simply remaining dormant the entire time. However, she had no memory of her previous existence; her role in the communion with Ordin-Cotac, or even Ordin-Cotac's existence, or even the Kellin, or even her name. As far as she was concerned, she was a lost relic of unknown origin who may have served a purpose once before, but doesn't now.

She wandered aimlessly through the Tundra south of Frigmount where she unearthed herself, when she was attacked by a group of Bears. With no knowledge of how to defend herself, she was trashed. However, she was found by a local hunter, a man called Talan Priestley. Talan, intrigued by what he saw as a woman made of metal, first took her to the nearest Smith to fix her up. Then they first spoke, and Mr. Priestley asked her what her name was, she said she didn't know. The following conversation is what ultimately lead the formerly-nameless Animata to assume Priestley's name.

"You don't know your own name?" He responded. "How is that possible?"

"This one's archival records are... incomplete. They have been inactive for an abnormally long period of time." She explained. "All records within, if there were any before, have been erased."

"I guess that makes sense. But... wasn't there some kinda clue where ya... woke up or whatever?"

"This one cannot confirm the presence of any signs of this one's identity. ...This one did not query, what is the name you are known by?"

"Uh... well, in full, it's Talan Priestley."

"Based on logical naming structure as dictated by the majority of cultures analysed, there exists an 87% chance that 'Priestley' is the name of your family. Is this hypothesis true?"

"Um... yes?"

"Then this one shall call itself 'Priestley'."

Her subsequent reasoning for taking that name was that it was in the absence of any alternatives that made logical sense to assume, 'Priestley' was the only option, and she couldn't take the name 'Talan' as well since that's a unique given name and would thus lead to confusion. The fact that 'Priest' also describes her former job quite nicely is just a coincidence.

Unaware of her origins or what she even was, T. Priestley came to the conclusion that she was worth treating as a human based on the fact that she could speak and had some awareness of what was happening around her. For several months, he answered almost all of her near-constant questions to the best of his abilities, and taught her how to defend herself with a sword so she wouldn't get trashed by Bears again. All in all, things went quite well, and Talan's local fur business thrived because his new assistant tended not to attract scent once taught how to be discreet.

Eventually, however, word of Priestley's existence reached the Draconic scholars of Pyresia to the south. Having unearthed some knowledge of the Kellin Animata, they sent in some Dwarf agents to learn more about her, in the hopes of convincing her to accompany them back to Pyresia for study. When they approached Talan's cabin, however, Talan immediately became suspicious of them, and accused them of wanting to dismantle his 'companion'. The confrontation eventually escalated to violence, with one of the Dwarves stabbing Talan in the throat in self-defence, but not before Talan managed to kill one of them. However, Priestley, who was collecting fur from further away, only returned at this point. Without the necessary context, she assumed the Dwarves were attacking and threatened them with violence. When another Dwarf, who was practiced in magic, got hasty and attempted to strike her with lightning, the magic seemed to pass into her harmlessly; in fact, it added energy to the soul core that was her power source, and she, almost automatically, turned the lightning against the 'attackers', driving them off for good. Unfortunately, she managed to harm herself in the process, making her temporarily shut back down.

By the time she woke up again, Talan had bled to death. Not knowing what to do with a corpse, Priestley chose to move it and the corpse of the Dwarf inside Talan's house to shelter it from the weather, thus making them easier for anyone to identify. She also proceeded to read a rather large collection of journals, in which it became apparent that Talan cared so much for Priestley because she reminded him of his wife, who had apparently left him some time ago, and he was suffering from abandonment issues (though mercifully, he knew better than to attempt anything 'dirty' with her). She also searched the body of the dead Dwarf, learning of their reasons for coming here via a note. The note was ambiguously worded, however, and lead Priestley to think that they wished to kidnap her. Thus, she chose to flee the house to avoid possible retribution, leaving the bodies behind.

From this point onward, she moved south, unwittingly heading towards Stone Crest, in the hopes of finding some place of refuge from these 'kidnappers'.

Skills:
Animata Transmutation - 30 (+30 Racial Bonus)
Intelligence - 20
Cryptography - 10
Observation - 10
Investigation - 10
Mathematics - 10
Physics - 10
Stealth - 5
Negotiation - 5
Copying - 5
Weapon (Slim Sword) - 5

Magic Abilities:

Active Abilities:
Healing (Lay On Hands): A derivation of Transferral, or 'Conduitism', an Interpreter's ability to effectively buff nearby allies by enabling them to tap into the user's Magic Reserves; in theory, anyway. At the moment, Priestley can only use this technique to heal an ally's injuries. It works rather quickly, but can only be used on one person at a time.
Static Overload: Throws Electrified 'Bombs'; rather powerful, but will drain Priestley's magic reserves almost instantly and submit her Soul Core to significant trauma, putting her out of action for some time.
Passive Abilities:
Levitation: Enables the user to float a short distance off the ground (or water) for a few minutes at a time, moving at faster speed.

Possessions:
Talan Priestley's Cold-Iron Sword (pictured above).

Ledger:
N/A (she never paid for that sword)

Story List:
Date - URL - Characters involved
Hidden 8 yrs ago Post by Wild Alyssa
Raw

Wild Alyssa

Member Seen 8 yrs ago

Name:
Halbera

Race:
Anuirean

Gender:
Female

Age:
26

Birthday:
8th of Vermillio 274 DM

Birthplace:
Ebonfort Capital

Resides in:
Scream Watch

Occupation:
Ebon Knight Lieutenant Mage Unit. 9GP/Day

Appearance:



Personality: A woman of few words, and a strong backbone. She will seldom speak to others, but when she does it is usually of high importance. For her completing a mission is the most important thing, and will always come first the need of the Ebon Knight order will always come before the singular lives of her fellow knights or even herself if the issue were to come up. Her true passions come with Calligraphy where she calms herself as she finds peace in the simple motions of the writing, she also releases her pent up emotions through writing in a rather long winded set of books she writes of her exploits in a sort of bibliography.

History: The capital, a wonderful Utopia filled with only the greatest minds, craftsmen, and warriors of all the Ebonfort. Halbera was born to one of those very Warriors. A Warden in the Ebon Knights, one of the highest ranks achievable. While her mother was a artist making some of the finest paintings in the world. Her mother and father were deeply in love as they had always been, then Halbera came, she was born in the night while her father was away inspecting new squires. The midwife helped deliver Halbera, and a smiling new mom held the child in her arms red fuzz soft across the newborn’s head. Then something went wrong. Halbera’s mother in pain, her body bleeding still and the midwife took her as healers came to the house and tried to save Halbera’s mom, but it was too late she had passed.

Halbera’s father Kukrin could not bring himself to love his new daughter, instead he loathed her for what he had done to his live, and spent as much time away from her as possible leaving her in the care of a nanny, or tutors of whatever Halbera’s wished to learn. Wanting to impress her father and earn his love, she invested much of her time in studying the art of Swordsmanship, and reading. She ended up studying many books about body language, and the arts of lyings, as well as books on detecting abnormalities. This gave her a unique perception to small subtle gestures and helped her see things when others wouldn’t.

When she became of age to become a page of the Ebon Knights, she did so without hestitation having not seen her father in over a year. She spent her teen years moving from page to squire, then after her time as a squire and showing her quite impressive capabilities she became a knight. On the day of achieving knighthood she finally saw her father again for the first time since before she had joined the Ebon Knight order. He gave her only a cold glance before stating that ’The recruits were acceptable and moved on. No words were passed to her and she decided in her mind that she would rise through the ranks and take his position and prove to him she was worthy.

The years went by, she fulfilled her duty as a Knight, and with her natural inclination towards investigation she was placed within a Brigade with a focus on investigations that were more pressing than average. She worked diligently to prove herself constantly in her position, but found that her accomplishments were either stolen or swept away by their Lieutenant who sought the glory for himself. Growing tired of this Halbera eventually became fed up enough with the Lieutenant’s outright betrayals and challenged him to a duel for his position. The fight lasted roughly ten minutes, before Halbera gained the upper hand. Her sword swung true and cut through the flesh of the Lieutenant’s throat sending him down in a spray of blood, her position becoming guaranteed as she took once more step closer to facing her father.

In the years after this confrontation she continued to bring her Brigade honor and accolades as they accomplished tasks set before them, though she lost several knights along the way as she always made sure the missions were accomplished. She however did not just throw away the lives of those under her, they were always with purpose as they gave their lives in the line of duty fulfilling deeds necessary to the survival of the order, thus she felt was the purpose of all knights. When magic returned to the world, she found herself, seeing, hearing, and noticing things without meaning to. She found that she was using some kind of power that helped in her investigations and secretly honed it. When she reported this discovery to her superiors they issued an order for her to become a part of the newly created Mage unit. A changing in her brigade came about as she received Knights capable of using magical powers under her command.

Skills:
Weapon one handed broadsword (20+30 Racial Bonus=50)
Clairvoyance (10)
Investigation (10)
Riding (horse) (10)
Running (10)
Endurance (10)
Leadership (10)
Law (5)
Calligraphy (5)

Possessions:
Ebon Steel Broadsword* On loan
Ebon Steel Vambraces* On Loan
Ebon Steel Pauldrons* On Loan
Ebon Steel Greaves* On loan
Ebon Steel Cuisses* On Loan
Ebon Steel Chainmail Shirt* On Loan
Light Warhorse* On Loan
x10 Peasant Outfit Wool (10 Gold)
2 Cold weather outfits (16 Gold)
Lantern Bullseye (12 Gold)
10x Vial of Ink (8 Gold)
10x Ink Pens (1 Gold)
2x Guard Dog Mephistoles Azazel (50 Gold)

Blank Book (2 Gold)
x20 Blank Parchment (2 Gold)
Lock Good (80 Gold)

Ledger:
100 GP(starting)+100GP-165GP= 35GP

Story List:
Hidden 8 yrs ago 8 yrs ago Post by Wild Alyssa
Raw

Wild Alyssa

Member Seen 8 yrs ago

Name:
Baofeng Lingzhu

Race:
Half-Dragon

Gender:
Male

Age:
131

Birthday:
8th of Saffra 169

Birthplace:
Pyresia

Resides in:
Pyresia

Occupation:
Teacher/Trainer 3GP a day

Appearance:


Personality:
A peaceful soul, one who takes time to consider the aspects of life, and the reasons for actions or views. Constantly trying to understand why others do the things they do he contemplates the meanings of life for others as well as himself. Diligent and focused he tends to focus his energy into meditation, and training of his body as to keep it pure and to remove the possibilities of thoughts that stray into the dark places of his mind, and rather likes to concentrate on the good things he can and has done.

Charitable is how many would describe him as he is always putting the needs of others before himself, but also curious as he is always looking to learn new things about places, others, and even his own place in the world. This train of thought often has him seeking out ancient religious sites, temples, and such as to wonder what the gods were and why they were gone so suddenly and if ever they will come back. He feels there is a deep connection between himself and something does not know or has not met yet which only increases his curious nature.

A heart full to the bursting he is always looking to share his love with others even when he has nothing more to give than a embrace. He respects all life, no matter how hateful someone is, or dangerous he will try find ways around killing if possible at all. He enjoys teaching others of peace and serenity and finds that martial arts is a excellent way to do so as it purifies the mind and soul with discipline and understanding as it teaches you to understand the meaning behind such a structured skill.

This is also how he copes with his unique predicament of living between two worlds. Find himself torn between being the son of a Human man and at the same time the Son of a powerful Dragoness. He ponders why he feels so alone and that he is neither, but simply stuck in the middle. He finds solace in his practice and further keeps counsel with himself through meditation to assure himself that he is truly purusing a path that he can take pride in, though not too much pride.

History:
Baofeng History To

Skills:
Philosophy (30 Racial)
Unarmed Combat (Léijí) 45
Meditation 10
Observation 10
Cooking 10
Intelligence 10
Singing 5

Possessions:
10x Peasant Outfits (1GP)
1x Cooking Toolkit (10GP)
1x Backpack (2GP)
1x Bedroll (1GP)
2x Blankets Winter (1GP)
1x Waterskin (1GP)
1x Fishing Kit (15GP)
1x Ox “Ursula” (15 GP )
1x Cart (15GP)
1x Bit and Bridle (2GP)
1x Saddle Bags Large (8GP)
1x Flint and steel (1GP)
1x Lantern Bullseye (12 GP )
10x Rope Hemp (10 GP)
1x House (1000 GP)

Ledger:
100 Starting equipment Gold-96=4 (0)
100 Starting Gold
1000 House
remaining Gold 100

Story List:
Hidden 8 yrs ago Post by RomanAria
Raw

RomanAria 𝕋𝕙𝕖 𝕊𝕟𝕦𝕘𝕘𝕝𝕖 𝕊𝕚𝕟𝕘𝕦𝕝𝕒𝕣𝕚𝕥𝕪

Member Seen 1 mo ago

Name: Nyérë “Nia” Elenye. Formerly Kalasse Elenye.

Race: Fairy

Gender: Female

Age: 40

Birthday: 23 Crimsia 260 DM

Birthplace: Ilumire

Resides in: Ebonfort

Occupation:Enslaved mercenary.

Appearance:
Standing at 4.95 inches and weighing about 3.5 ounces, Nia is about average size for a female fairy. She’s quite muscular, for a fairy girl, anyway. Her dark brown hair is cut short in a very unflattering style. Dark blue eyes peer out from under often-furrowed brows; it seems that Nia’s resting face is a judgmental frown. Her wings are sheer and a very dark blue, with a black solid stripe at the outside edge. Her wings are rather torn and ragged, though they still work fine. Her master outfits her in tight, formfitting garments, to ensure that she looks good even—no, especially—when doing immoral deeds for him. She also goes around barefoot after an unfortunate experience where she lost her shoe while on a job and it almost got her identity revealed.

Also of note is the fact that Nia glows rather brightly in a dark room, mostly the base of her wings and a spot over her heart. This is due to the fact that her mother had an addiction to phosphorescent mushrooms during the pregnancy.

Personality:In a word, Nia can be described as “Arrogant.” She’s quite confident in her skills and maintains her superiority over her master’s other slaves, which is hard when all the other slaves are human-sized. She doesn’t have much of a sense of morals; she really can’t, not with the bloody work she’s been doing for the last thirty-three years. She’s quite emotionless, having long-ago shut down her emotional response, lest her mental stability go over the edge entirely.

History:


Skills:
Dagger: 30
Stealth: 30
Poison: 15
Seduction: 10
Subterfuge: 15
Aerobatics: 0 (+30)

Possessions: (All possessions were furnished by her owner)
1 | Peasant clothing | 4 sp (1 sp x 4 for size modifier)
1 | Assassin’s Garb | 4 gp (1 gp x 4 for size modifier)
2 | Dagger | 16 gp (2 x (2 gp x 4 for size modifier)
1 | Blanket | 2 gp | (5 sp x 4 for size modifier)
1 | Poison vial | 50 gp (Is a human-sized vial that her master keeps safe.)

Ledger:
100 gp | Starting bonus | 100 gp, 0 sp, 0 cp.

Wages: 5 sp/day, no living expenses.
Story List: N/A
Hidden 8 yrs ago 8 yrs ago Post by Drache
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coGM
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Drache Certified Dragon Expert

Member Seen 4 mos ago

Name: Finnras Duskarynn
Race: Drow
Gender: Male
Age: 211
Birthday: Mauven 61st 90 DM
Birthplace: Underdark near Stone Crest
Resides in: Underdark near Stone Crest
Occupation: Adventurer/Mercenary 5gp/day

Appearance:

Stands 5'6". Lean and athletic. Black skin, blue eyes, long white hair. A very charming and personable psychopath.

Personality:
Will reveal through RP.

History:
Will reveal through RP.

Skills:
Necromancy: 30
Stealth: 30
Weapon (scimitar): 30
Wilderness Survival (Underdark): 10
Interrogation: 5
Subterfuge: 10
Music (Violin/Fiddle): 5

Total 90 + 30 (racial)

Special Abilities:
Heat Infravision



Possessions:

Item | Acquired | Value
Explorer's Outfit x2 | Starting | 20GP
Courtier's Outfit | Starting | 30GP
Entertainer's Outfit (silk) | Starting | 75GP
Traveler's Cloak (spider silk) | Starting | 25GP
Studded Leather Armour | Starting | 25GP
Scimitar | Starting | 45GP
Dagger, Ivory | Starting | 8GP
Poison | Starting | 45GP
Antitoxin Vial | Starting | 50GP
Chain (10ft) | Starting | 30GP
Rope (10ft) | Starting | 1GP
Rucksack | Starting | 1GP
Manacles, Master | Starting | 50GP
Bone Fiddle | Starting | 160 GP (40GP x 4)
Sapphire Jewelry | Starting | ??

Ledger:
Cost | Item | Subtotal

+200 | Starting | 200
+1000 | No house | 1200
-565 | Starting Purchases | 635

Other:
N/A

Story List:
Date - URL - Characters involved
n/a
Hidden 8 yrs ago 8 yrs ago Post by SilverSpartan
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SilverSpartan The Man With No Plan

Member Seen 8 yrs ago

Name:
Cihr'Cten

Race:
Israiph

Gender:
Male Female Yes

Age:
24 (Currently), 254 (Actuality)

Birthday:
Crimsia 47th, 46 DM

Birthplace:
Unknown, Keiria

Resides in:
Silent Rise

Occupation:
Archaeologist 4 GP/Day

Appearance:
As normal with their people, Cihr'Cten is snakelike in appearance, having fully grown in their second skin, in the form of green scales all around their body. For some reason, however, they still have yet to grow in their spiny hair, leaving them bald in comparison to other Israiphs. Although their standing height is roughly six feet tall, the added length on their tail makes a total of nine feet. Their eyes are red, with black sclera.

Personality:
A curious, yet shy sort, they try to keep to themselves whenever possible. They also tend to be socially awkward around the company of others, having never had a proper life in Silent Rise. Still, they don't let that stop them from learning more about the world, and when alone, a whole other side of them can be seen. A side that is much stronger, and a better reflection of the independent life found in Silent Rise.

History:
Cihr'Cten doesn't really know much about their past life, save for bits and pieces from a journal and other momentos. As for their own current life, they were reborn inside a cave nearby Silent Rise, and came upon it by chance after a few months of wandering. Since then, they've been living off what they could in the town until they could make sense of themselves. During this time, Cihr'Cten noticed they had a strange affinity to magic, being capable of heightening their senses, and even detecting magic amongst strangers at odd times. Deciding to put their newfound power to use, they've chosen to follow in their past life's footsteps as a hunter for magically inclined artifacts, starting with exploring the land and ruins around Silent Rise.

Skills:
30 Scavenging (Racial)
30 Aurism
20 Wilderness Survival (Chartric Forest)
15 Weapons (Polearms)
10 Archaeology
5 Weapons (Shortbow)
5 Spelunking
5 Hunting

Possessions:
2 Exlporer's Outfits (Israiph) 20 GP
4 Monk's Outfits (Israiph) 20 GP
1 Traveler's Cloak 1 GP
Studded Leather Armor 25 GP
Fauld 35 GP
Shield, Small 10 GP
Vambrace 50 GP
Dagger 2 GP
2 Long Spears 10 GP
Shortbow 40 GP
100 Iron-Tipped Arrows 1 GP
Archaeology Toolkit 25 GP
Poison Arrow 50 GP
20 Caltrops 20 GP
4 Antitoxin Vials 200 GP
Tent 10 GP
Backpack 2 GP
2 Bedrolls 2 GP
2 Flints and Steels 2 GP
10 Torches 20 CP
2 Waterskins 2 GP
Crowbar 2 GP
Grappling Hook 1 GP
Magnifying Glass 100 GP
20ft Hemp Rope 2 GP

Ledger:
(Starting) 100 Gold + 1000 Gold - 632 Gold, 20 Copper + 100 Gold = 567 Gold, 9 Silver, 80 Copper Coins

Story List:
Date - URL - Characters involved
Hidden 8 yrs ago 8 yrs ago Post by TheTruthWhale
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TheTruthWhale

Member Seen 8 yrs ago


Name: Cecielle of Alanix

Race: Harpy - Non Arma

Gender: Female

Age: 23

Birthday: 36th of Saffra, 277 DM

Birthplace: Indigia Mountains

Resides in: Alternates between the Indigia Mountains and the region of Ebonfort. She is a peddler by trade, so she is rarely in a single city or town for more than a week or two.

Occupation: Peddler (Traveling Merchant) [12 GP 5 SP / day]

Description: Cecielle stands at, roughly, five (5) foot, and, thanks to her avian nature, weighs a light ninety-nine (99) pounds. She is somewhat attractive, although does not boast the same qualities as the line of a matriarch would. Her feathers do not shine, despite their insulation and hydrophobic nature, and are often seen as 'messy' by other feathered creatures. Her voice, while melodic, is softer than your average Harpy, and, as such, it is generally easier on the ears for your average human.

Personality: Generally counsidered a negative trait for harpies, Cecielle is relatively humble in most of what she does, though not to the point of self-degredation. She does not fuss about the state of her feathers, or the quality of her clothes, nor does she try to make herself the most alluring or the most able mother. In her eyes, her time is better spent doing what she loves: assessing the markets and deciding when and where to move goods. Cecielle absolutely loves all things related to economics, from the mathematics to the money to the goods themselves, and can, at times, become obsessed with certain aspects. Some would also consider Cecielle oblivious, but this is not the case, and while she lacks the ability to pick up on subtle hints such as tonal changes, she is very perceptive of body language, to a point of over-analyzing people as she speaks to them, especially if a business deal is involved.



Skills:
  • Combat Skills
    • Unarmed Combat - 10 (10)
  • Personal Knowledge Skills
    • Business - 45 (45)
  • Profession Sklls
  • Social Skills
    • Negotiation - 10 (10)
    • Seduction - 30 (30 Racial)
  • Support Skills
    • Aerobatics - 5 (5)
    • Observation - 10 (10)
    • Wilderness Survival - 10 (10)


Possessions: In order of purchase
  • Money: 690 GP 5 SP 0 CP
  • Gems: Emerald, 1ct (500 GP) ;
  • Merchant's Outfit (Craftsman's Outfit) [1 GP]
  • Horse, Light [75 GP]
  • Cart [15 GP]
  • Bit and Bridle [2 GP]
  • Feed (8 Days) [4 SP]
  • Merchant's Ledger (Book) [2 GP]
  • Parchment, 10 sheets [1 GP]
  • Ink, 3 oz [2 GP 5 SP]
  • Inkpen [1 SP]
  • Traveler's Cloak [1 GP]
  • Studded Leather Cuirass [25 GP]
  • Chain, 30 ft [90 GP]
  • Crowbar [2 GP]
  • Hammer [5 SP]
  • Magnifying Glass [100 GP]
  • Merchant's Scale, High-Quality [100 GP]
  • Mirror, Small, Steel [10 GP]
  • Lock, Amazing [150 GP]
  • Lockbox, Steel [50 GP]


Contacts:
  • Victor Eldin - Master (Stonecrest)
  • Ollyne - Mother (Southern Indigia Mountains)
  • Alanix Tribe - Home (Southern Indigia Mountains)


Trade Ledger:

Ledger:
Starting: 1100 GP 0 SP 0 CP
Starting (After Creation): 571 GP 5 SP 0 CP

GP per day = 12 GP, 5 SP (5 GP for Merchant Profession, Journeyman Rank x1.25 for own business)
12 GP, 5 SP x 59 days (Jadeyan) = +737 GP, 5 SP
Common Living Expenses = 2 GP/day = -118 GP
Total = +619 GP, 5 SP

Updated (After Jadeyan Pay): 1191 GP 0 SP 0 CP

Story List:
Date - URL - Characters involved
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