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Hidden 8 yrs ago Post by Vas Khaleen
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Vas Khaleen Gold fangs on, pocket full of coin.

Member Seen 6 yrs ago

Name:Joan AnCraite

Age;23

Gender:Female

Race: Human(unless you discuss it with me AND your idea is approved. Nonhuman Iron Rose Knights must be an extreme minority, at most two out of their number, and if the player count is low, only one)

Appearance:Joan stands exactly at five foot ten inches, her hair and eyes both coal black the hair extending down to barely brush her shoulders. Her build was that of lean muscle with tanned olive skin and a snake like smile.

Personality:Suave, Self-interested, dishonorable

Brief Backstory:Joan was born a commoner on a farm until the war between the elves and men brought out soldiers in droves, both elvish and human not all awful but most abusive. A particular group of Human soldiers raided her families farm after her father refused to give them silver, for his firmness of stance he earned a dagger in the belly along with the deaths of his wife and two sons; Joan at this time was a young woman of only fourteen. When her family was being slaughtered Joan grabbed her fathers sword off the wall and took off out of the back window of the tiny residence, making it into the forest just in time to watch her home burn to the ground; from there she set out across the country doing odd jobs and becoming quite a good sneak and thief. Though she knew it wasn't thievery she wanted to live off of, meeting a troop of sellswords Joan convinced their leader to take her in, quickly learning how to properly use a sword; along with tricks that knights and nobles would frown upon. She stayed with the troop until she was eighteen leaving them in the middle of a battle which was turning against them, because no sellsword ever became rich staying to die for one Lord or another.

Equipment:
-Water hardened leather gambeson
-Light steel mail hauberk
-Steel arming sword
-Steel kukri 14inch

Skills;
-Stealth
-Thieving
-Sword-play
-Archer
Hidden 8 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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Pseudo-NPC, unlikely to actually show up. But relevant to the knights' background:

  • Name: (Former) Knight-Witch Merilia
  • Age: 300+
  • Gender: Female
  • Race: Human?
  • Personality: Despite her lack of emotion, Merilia definitely had--and continues to have--a thing for screwing with people, particularly using magic to play tricks. If nobody else is around, then she's likely to practice the pranks on herself, except for the nasty ones. Those all get directed to people that actually thought to mention, or draw attention to, her height.
    Most often, her activities as part of the knights were of a scholarly nature--aside from providing magical backup, she would catalogue any magic or strange creatures they encountered, research or design any counters needed, and so on--and she was quite happy to do this, as it expanded her own knowledge. Her lack of interest in the propriety of this knowledge didn't endear her to many people outside the knights, or many within it.
    Outside of the context of tricking people, Merilia is never particularly personable and generally keeps to herself. Even then, unless saying something is absolutely necessary, she inevitably communicates non-verbally or in writing. Almost every word the knights ever heard her speak was inevitably the casting of some sort of spell and she was extremely quiet even then.
  • Brief Backstory: As a child, Merilia was raised by her Ithillane mother and followed in her family's magical tradition, including a highly circumspect and definitely illegal (to have a child perform) ritual to maximise mana potential. This had the side effect of prematurely limiting her growth, though nobody can claim that the results weren't effective.
    The adult Merilia decided to not live her life out as a peasant farmer that simply happened to have witchcraft, and headed to the Mage Colleges until she found one that would actually accept her despite the informal magical background she came from. It was here that she picked up more dangerous magic and means to protect herself, even teaching classes for years before again getting bored with her sedentary lifestyle. She spent time as a wandering adventurer, before joining various military companies in Thaln, simply because it was a college there that had accepted her in the first place.
    Then the Iron Rose Knights were founded and she volunteered her services as magical support. After Elionne left, Merilia stuck around for just over ten years before bowing out to go exploring again. In the years since, she's sent the knights a letter monthly along with some magical trinket she's found or made, but it's never been clear what she's doing or how she's managed to stay alive this long. With her interest in all forms of magic, someone inevitably proposes necromancy but even when they have the time to spare to try and find her, she's always gone by the time they reach her last sighting.
    That the sightings involve dungeons at the best and ambiguously justified deaths at the worst, it's a mystery that someone wants to answer.
  • Equipment: Her wand. It does absolutely nothing on its own, but it can hold a spell to release on command.
  • Skills: Out of being a mage, Merilia was one of two artists in the early knights, and a lot of her sketches and paintings have been preserved and kept around over the years, though she tended to depict their battles or the locations they went rather than the knights themselves.
    As a mage, her skill-set is large due to her lifetime of changing positions and she has a firm knowledge of many different areas of magic. With the knights, she actually owned no armour or weapons--she'd temporarily conjure them whenever needed, and usually kept the wand charged with 'summon armour' in case of an unexpected battle. In combat, she had a clear preference for using large-scale air spells to compliment the knights' fighting and force the enemy into unfavourable arrangements, as well as to raise her to a height that she had a good view (and avoid the inevitable death-by-arrows you'd expect). This sometimes extended to actually cutting people with the air itself... or making a vacuum blade for particularly messy deaths.
    She seems to be one of the few mages capable of long-distance teleportation. It would go a long way to explaining why nobody can catch up to her, and also how the letters keep appearing on the captain's desk exactly at midday on the first of the month.
Hidden 8 yrs ago 8 yrs ago Post by Araby264
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Araby264

Member Seen 6 mos ago

Name: Dante Louise Virmire

Age: 23

Gender: Female

Race: Human

Appearance:

Black hair, green eyes (not like in the picture), and stands 5'11
Personality: Headstrong and a bit cocky. She welcomes alies with gusto and with her enemies she is ruthless. Aruna tends to put the weight of the world on her own shoulders. She attempts to prove people wrong, even if it is a danger to her. She is protective and kind to those junior to her and she tries to be respectful of those above her, but some people she just feels... Don't deserve her respect.
Brief Backstory: Dante is from a noble family, The family Virmire, that lives in the south of Thaln. The Virmire family takes pride in having bred some of the best warriors in Southern Thaln. The entire family is built on the foundation of being a warrior. Everything from schooling to eating is all about how to beat the enemy.

Dantes father had been a Virmire warrior, and this made her want to be one of the 'famed' Virmire Warriors who could make a sword duel look like a dance, archery look like an art, and tactics look like philosophy. But her parents knew what happened in the training and they forbade her to go.

Dante never was good at following rules. So when the annual Virmire training test, or the 'Toddler Tourney', where all of the members of the Virmire family come to enter their children into training. Dante snuck her way into the test and took it alongside the other children. Months of secret training in the cellars of her home had their effect, and Dante made it into the training. But now her true test would begin.

The training was grueling. And yet, Dante seemed to be progressing. She was second in her swords training class, she was doing well in her studies, her archery was excellent, and her tactics, while often very strange, amazed students and instructors alike.

At the Virmire Training Camps there is a system for eating, those who do poorly, eat at the back of the table and have dry bread and water. Those who do best, sit at the front and eat fine food. This method kept the children wanting to move up, to get the next seat, to see what the food tasted like at the front. By the end of her third year, Dante was at the front of the table.

Then the accident happened. At one of their training matches A male she was sparring with cheated and snuck in a real sword. Dante ended up losing her right arm up to just before her elbow. There was hope of getting the Limb re-attached by magic, but the only healer who was capable was more than a week's ride away. And so she lost her arm. Instead of quitting the training like she was told to, Dante waited a week, then took some straps from the stable and fashioned a large piece of stone to the end or her arm with it and demanded a rematch.

Dante insisted that the male who had cheated use the same sword he had used to beat her before. She used only a large training shield and the stone strapped to her arm. In the end, Dante pinned the male's sword with her shield and broke his sword in two with the stone on her arm. It was not the last sword she would break, and after that fight she sat at the head of the table for the remainder of her time in training.

After she was released from training, the Virmire family realized how useful she could be, so they had an actual 'Battle Gauntlet' built for her. With her new weapon she set out on every mission and quest given to her by the Virmire family, eventually earning the nickname the 'Iron Dragon' after the styalized grey dragon on her family's crest as well as her unique style.

After running into some Iron Rose Knights in the field, Dante had her heart set on becoming one of them. After petitioning her family Dante was given permission to join the Iron Rose Knights. She is now a new member among their ranks.

Equipment: one large kite shield with her family's dragon crest on it, as well as her own Battle gauntlet (dubbed sword eater by Dante) which is as long as her own arm and made of steel. It is also etched with a stylized dragon, (and a few self-scratched in roses) Dante also has a full set of light plate armor (though she usually wears heavy armor, she figured lighter was easier for travel.)

Skills:Dante is well practices with her shield and battle gauntlet combination, though be cause of her lost arm, it's about all she can use. Before the accident she was also proficient with a bow and sword. Dante is also used to living on the road while going from mission to mission, so she knows a few things about how to take care of herself without help.
Hidden 8 yrs ago Post by chukklehed
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chukklehed Sorcerer Supreme with a medium rootbeer

Member Seen 5 yrs ago

Name: Vari Masada
Age: 87
Gender: Female
Race: Nem/Vampire
Appearance:

Like all of Nemkind, Vari is small, around 3'5. She is also fit, but not noticeably muscular, and her eyes almost glow with a dim red light.
Personality:
Outwardly Vari is calm, gentle, cheerful, and never lets anybody see her real self. Her true nature is dark and manipulative, but retains her outward desire to help. Even when helping someone means forcing them to make a choice they would rather not, or hurting someone else.
Brief Backstory:
Vari's life was ordinary while she was growing up in her home village. She helped her mother with her chores, played with the other children, and gave her brother a hard time whenever she could. If she had decided to stay there among family, never venturing outside their community, her life would have stayed normal, but as she began to reach adulthood, found her mind wandering among stories of other lands, of green forests and of places where water stretched all the way across the horizon. As she daydreamed, she found herself more and more often resenting her small, secluded life until she couldn't stand it anymore, and instead of seeking her parents' approval to leave, she gathered her supplies in secret and sneaked out of the village on a quiet night.
It was weeks of travel through the desert before she made it to the neighboring kingdom, the mountains looming on the border larger than anything she had seen in her life. Night was falling by the time she reached the foothills, though she was interrupted before she could make camp by a dark figure streaking out of a copse of trees, trapping her in it's iron grip despite her frenzied struggling. It wasn't until she felt the pain of it's fangs on her neck that she could comprehend what was happening, the old stories of monsters in the shape of people rising unbidden in her mind. It was one of the last thoughts that passed through her head as the darkness took her.
When she awoke some time later, she was still lying near the small group of trees, but the moon was high overhead. As she looked around to find her bearings, she was startled and frightened to find that same figure sitting on a rock just ten feet away from her, and a little confused to see she wore a mournful expression. Her attacker was a tall, pretty woman with blonde hair and red eyes, and when she opened her mouth to speak, could see no trace of the fangs that had sunk into her flesh.
"I'm so sorry." the woman said when she knew attention was on her. "I only meant to take a little from you. Only enough to survive, but it's been so long since I last fed, and before I could stop myself, you were already dying." fingers reached up in a flash to touch her neck where she'd been marked, but a wave of dizziness came over her and brought her to the ground. In an instant, the woman was at her side to support her, and while logically she knew she should be afraid, she was surprised only to find calm acceptance meet her former attacker.
"You shouldn't move suddenly for a few hours. The disorientation will pass, once you get used to the change. It was the only way I could save you. I know you won't hate me for what I did, but you should." The woman's words weren't making sense, and the spinning of her head didn't help either. Up close though, it was clear that the woman had been crying at some point.
"I plan to explain everything to you, and let you decide what to do on your own, but first we should find shelter far away from here. Hunters have been on my trail for weeks, and we need to get away from here, in case someone heard us." The woman stood up and gently helped to her feet, scanning the area furtively. "We'll head into the mountains and climb as high as we can before moonset." The woman said, beginning to walk. Vari followed without question, trusting this woman without having any reason to, and while having ample reason to sprint as far away as she could. That, like many other secrets of her kind, was a mystery the woman would tell her about in detail over the coming nights, and over the next year, and even over the next decade as they traveled the world together, and the woman taught Vari to harness the magic of darkness. Eventually the woman became more comfortable with her mistake, but she never quite forgave herself, even after the thrall of her rebirth faded from Vari and the girl still didn't blame her. Even when she set off to find her own path, the woman continued to punish herself for one night's slip.
Eventually, Vari had seen with her own eyes everything she had been told about as a child, and spent as much time in the grand libraries as she did on the road. She soaked up stories and histories, reveling at every bit of knowledge she acquired. With every new page, however, a feeling of emptiness slowly grew in her heart. 'For every name I see in these books,' she thought to herself, 'there are so many more who have been forgotten.' That thought saddened her, and left her acutely aware that her own time in this life wouldn't last forever, immortal or not.
One day, the feeling of dread at being forgotten weighed so heavily on her mind that she could no longer bear to do nothing. She decided that she would have her own name written in the histories of the world. Still, she couldn't afford to be placed in too public a spotlight, lest her true nature become apparent. Slowly, a plan formed in her head, based around the controversy fluttering around in Thaln recently. 'It should be easy enough to find my way in,' She mused as she began to put her plan in motion, 'a few favors called in should be plenty.'
Equipment:
Vari carries little more on her than a dagger. Her clothes are simple, sturdy and cover her well to ward off sunlight.
Skills:
On her own, Vari is supernaturally strong and fast, has excellent coordination and dexterity, and can utilize Breathing While Walking to pass unnoticed. To compliment her physical abilities, she learned darkness magic from her creator.

Shadowstep - A spell that allows Vari to meld into any shadow and move to any connected shadow. This ability works best on the nights of a new moon, since the darkness is nearly all encompassing.

Holdshade - By standing on a person's shadow and casting this spell, Vari can hold that person in place as long as she doesn't step off of it. A person with overwhelming strength can escape on their own.
Hidden 8 yrs ago 7 yrs ago Post by TheFake
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TheFake

Member Seen 2 yrs ago

Name: Indrau, The Crippled Lion
Age: 27
Gender: Male
Race: Human
Appearance:


Personality:
Indrau is bitter, in constant pain and hates the moniker that he has been given him. Even so, he can be kind in his own way and is selflessly devoted to his friends. He has a gallantry streak that extends only as far as actions go though even this has a limit. The knight also has a sharp mind but is content to sit quietly and hold his ideas to himself until it is apparent that things are about to go irreversibly badly.

Brief Backstory:
Indrau's short career as a knight errant was bloody and fast moving, drastically changing his outlook on life after he was badly wounded in battle and left for dead.

A youger, more naive man left home with just a sword and armor, trained by his fathers household knight but untested in battle. He found his worth soon enough in a large town set upon be a band of deserters. The young knight first bloodied his sword against these enemies while townsfolk fled. Indraus withdrew and rallied the survivors of the attack and struck back against the raiders. He was captured in their first engagement and spent three days being beaten before they dumped him in the crossroads outside of the town with both of his legs broken.

Inspired and enraged, the townsfolk fought a battle of attrition until the invaders were driven from their homes. Fewer than half of the townsfolk survived, a statistic that Indrau mourns to this day. His left leg was too badly damaged to heal properly and he lost an eye. For his part in the battle the towns lord, who was away at the time granted him an apprenticeship in the trade of his choice given that he was no longer able to fight.

Indrau discovered a talent for magic, metalwork and a love of problem solving. He excelled at his studies, throwing himself into them in an attempt to distract himself from his disability and the slaughter that had occured. In the end, after completing his final piece as a student and mastering the art he felt dissatisfied. It wasn't his place in life to create things in a workshop. Indrau was a man of action, a knight. He donned his armor once more and picked up a blade to set out on a new path.
Equipment:
Silence - Indraus Master piece and personal blade. To prove his mastery of Runic magic he has adorned the blade with a complex series of two hundred runes that deaden magic and slice through spells. The sword draws off of its own reserve of mana that can be added to by a mage.
Cane - This is a simple cane with a more minor runic enhancement that grants sure footedness.
Armor - His leg no longer able to bear the weight of a full set of plate, he wears a brigandine vest under a long leather coat with vambraces and greaves.

Skills:
Runic Magic - Instead of traditional words and gestures, Runic magic uses sigils charged with the will and mana of the caster. A sequence of runes comprising of a single spell must be performed all at once with unceasing concentration as the iamge in the mages mind serves to refine the physical aspect. A working as complex as Silence might take as long as 30 hours to create. To use a runic weapon requires nothing from the user provided the fuel requirement for the spell is already met. If such a weapon runs out of mana it is usually destroyed.
Hidden 8 yrs ago 8 yrs ago Post by ghastlyInc
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ghastlyInc sheep enthusiast

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-I dun f'd up! ignore this!-
Hidden 8 yrs ago 7 yrs ago Post by cloudystar
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cloudystar The Roleplaying Roleplayer of Roles

Member Seen 3 yrs ago

Bio
Name: Pholus "Fantastic" Ranson
Age: 18
Gender: Male
Race: Human
Appearance:

5'7". around 154 lbs.
However, he is usually found wearing very light armor that covers his chest and upper legs. His actual medium/heavy armor is only found at his gauntlets and boots.
His hair is a dark shade of blue with matching blue eyes. To compliment the looks, his entire uniform is blue; preferring to wear as little armor as much as possible due to his gadgets.
Personality:
Pholus much prefers joking around and making a few pranks happen instead of doing tedious work that he would believe is pointless (such as normal sword-swinging training). Another trait is Pholus's preference of using diplomacy or his head instead of trying to use his blade. His gadgets are made for various tricks such as smoke bombs or even a few medicinal herbs to quickly treat a wound of sorts. Finally, his value for loyalty. Despite being a constant trickster, he isn't an idiot when accepting the blame and prefers to trust his own allies over his own talents.
Brief Backstory: Pholus never knew his parents and lived a good portion of his life as a scavenger in the city of Meridian. Luck seemed to find him when a wise inventor managed to find Pholus in a fight with several street thugs. The inventor managed to intrigued Pholus due to how the inventor solved the problem just by throwing a few smoke bombs at the thugs faces. The two grew a bond over time as father and son. As Pholus grew, he learned of his adopted father's past of wanting to be a knight for the Iron Rose Knights but never was able to gain enough skill in sword fighting. Pholus, decided to fulfill his master's wish, trained each day; trying to learn the way of the blade but mostly invested time into combining the skillset of an inventor with the skillset of a knight. Now, at the age of adulthood, Pholus leaves his master with a somewhat heavy heart...willing to defend the people of the land and become a proud Iron Rose Knight.
Equipment: His vest has a small pack that has all sorts of trinkets inside. From small smoke bombs to medicinal herbs, to even a few small extra small daggers, some may even consider him a hoarder. His gauntlets are quite thick but when he forms certain hand gestures, certain gadgets activate: a small mini-crossbow (not really damage but more for sure shots), a few small explosives (mostly for distractions or making fire), and one lethal dart in each hand. His boots can be pulled in certain angles with a few straps on the side to form spikes at the bottom. Usually when he can bring extra gear and tools in his backpack, it's mostly to resupply his gauntlets or pouch. Though he would bring a grapple hook attached to rope for an emergency inside it as well.
Skills:
Sword Talents: His sword-fighting skills are on sub-par with normal street thugs...but anymore than that is nowhere near a legitimate fighter with the blade. To make up for this, his gadgets found in his gauntlets or his accuracy with the other tools under his vest aid in fighting. However, he much prefers being a distraction and quick strikes instead of a long drawn out battle. This leads to his evasive skills, somewhat fast reflexes, and agility. The two major blades he has, a paralysis poisoned Rapier that has an emergency launch the blade feature and a sword in between a gladius, longsword, and greatsword that is openable and releases caltrops.
Crafter: Name, and he can most likely make it. However, his talent in herbs and such isn't his best; only able to make smaller cures to poisons and wounds. Not really fond of legit medical information. His skill in art is much better and helps in forging, copying images, or really anything that involves writing. The best talent he has is crafting either weapons, tools, or gadgets. Tinkering life he was brought up with, and tinkering every tool he has is what he does.
Hidden 7 yrs ago 7 yrs ago Post by pugbutter
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pugbutter

Member Seen 14 days ago

  • Age: Early to mid-forties
  • Gender: Male
  • Race: Human
  • Appearance: His forehead is too large, his brow too low-hanging like an overripe, hairy fruit. His pale eyes, stricken with stormy madness, are submerged in their sockets where dark bruise-like rings surround them. He's a shorter man on average, and only barely stocky enough in his build to hold his own against most trained opponents.
  • Personality:
    "The only reason a warrior is alive is to fight, and the only reason a warrior fights is to win."
    ~Miyamoto Musashi

    Gütta hides his vulgar past and his contempt for worthless idealism behind a steely mask of stoicism. Rarely speaking and smiling even less,—though ample smirking is inevitable—he keeps his head down, his mouth shut, and his feet quick and obedient. That head, of course, is the first thing he protects in signs of danger, caring little for the welfare of allies in the first heat of war. Although he is not known ever to have deserted, no one who knows him well (of whom few Knights can be counted) would say it seems beneath him.

    Being a small man in stature has forced Gütta to adapt accordingly in war: he fights dirty. His signature weapon, the poleaxe, keeps larger opponents at a distance, and through the years he has learned to strike the perfect balance between stupid courage and unseemly cowardice. In battle he will hold well enough against enemy lines, but few people if any will mark him as a particularly heroic or intrepid specimen. His eyes gleam brighter at thoughts of gold and good liquor than of honor, valor, and duty to realms and deities.

    These adaptations have translated too into his personality; he is observant, listening more than he speaks and watching more than he confronts. He is quick to chart people and their motivations, but quicker still to avoid rivalries and profitless conflicts.

    He respects powers which are immediate; punishment which is swift and severe. Mercy to him is for people brave enough to start their battles but too weak to end them. This above all is why he admires, and serves, the young nobleman with the white hair.
  • Brief Backstory: He's tried every dishonorable profession at least once; mudlark, cutpurse, burglar, extortionist, coin-clipper, assassin. Such are the symptoms when desperation infects a man. The scars he carries on his body and in his ego are the proof however that he wasn't made of subtle, sneaky stuffs; one too many floggings soured his appetite for that work. Nay, where he excelled was mercenary work, where he clawed his way through the slapdash ranks by being the smartest, the toughest, and sometimes, startlingly, the most articulated of the bunch.

    Only he and the lord themselves know how he came to serve that young boy. Why Gütta respects him, fears him, and even likes him becomes evident soon enough, but when asked for his real raison d'être, Gütta simply says, "He saved me." He acts something like the boy's bodyguard and confidant, although he has too little to teach him to act as a proper mentor or father-figure.
  • Skills: Combat (mêlée; armed battle, dueling, and pugilism), drinking, gambling (cards and dice), riding, falconry. He throws knives and practices archery, but only for fun, carrying neither into war. He has a sharp eye for counterfeit coins versus genuine mints. Although he only barely knows how to read, his handwriting is exquisite and he has taken to calligraphy as a hobby. He possesses the skills and tools of a barber, cutting his own hair, shaving his own face, and even performing minor surgeries like lancing boils and excavating shrapnel wounds.

    He wants to learn magic, even if only minor spells of convenience (e.g. starting fires more easily) are within his grasp; nevertheless the Arcane eludes him.
Hidden 7 yrs ago Post by Mercenary5
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Mercenary5

Member Seen 5 yrs ago

  • Age: 17
  • Gender: Male
  • Race: Human
  • Appearance: Rhydsar has an athletic build, but the lanky build of a swimmer or runner, as opposed to the bulky build common to warriors. When it comes to weight or stature ergo, he has nothing on other soldiers. Rhydsar's features could be called boyish or feminine still, too. He hasn't grown a beard; nor has the softness in his face yet faded. He has a sharp pointed jaw and, cascading down his back, long white hair. In a word he is handsome, although this is only because his face has been spared the horrors of scars and his body not been forced to adapt to wrestling orcs. Perhaps soon this youthful innocence will fall by the wayside.
  • Personality: Rhydsar in his natural state is quiet and reserved, more prone to curl up inside his quarters and read a book than to lead a party in a toast. However he also goes to great pains to make sure that people do not see him in this state. He tries to be polite when it comes to letting his elders speak, but when his turn arrives to speak he steals the crowd and has no purpose other than to steal away with their attention; and perhaps, their admiration.
  • Brief Backstory: As the third son of a Marquis the boy would want for nothing and have few arduous responsibilities. If ever someone was privileged, it was this boy.

    In his tutelage he easily overtook his brothers. His spare time was spent adventuring around the demesne and reading heroic sagas. In adolescence boredom gave way to troublemaking. After being caught committing a petty crime, the Marquis, Rhydsar's father, decided the boy's punishment would be to tour with him on the coming campaign. Always eager for battle, and extraordinarily proficient at it, the boy soon found that the men took a liking to him. The Marquis, not only seeing his sons potential, but also wanting to keep him safe, decided to bribe Rhydsar's way through a squireship and into knighthood, before sending the boy to the Order of the Iron Rose. The declining Order, the nobleman thought, clearly wouldn't put him in danger. Meanwhile Rhydsar can continue to kill goblins and fight his little bandit wars without risking the health of the March in the process; for he had taken a great liking to leadership and to the chessboards of the battlefield, and the lord would not see this bloodthirst strip the land of its peaceful prosperity.
  • Skills: Strategical and Tactical Foresight, Horse Riding, Swordsmanship, Etiquette.
Hidden 7 yrs ago 7 yrs ago Post by Fyre Unholy
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Fyre Unholy Her Beta Orbiter

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"I don't expect it to be perfect today, but I do expect it to be better tomorrow." -Unknown
Hidden 7 yrs ago Post by PaulHaynek
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PaulHaynek The Roleplayer Nobody Likes

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"Even if I did love
The beauty I desire
I know I can never be
Of any worth to her.
"



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Hidden 7 yrs ago Post by Noodles
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Noodles

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Name: Klaus
Age: 18
Gender: Female
Race: Human
Appearance:
Personality:
Klaus is a lazy & mostly irresponsible knight. She is a glutton, often chomping down on large servings, and she likes to sleep alot. She's carefree and easygoing, thus she rarely takes situations seriously. She's surprisingly courageous at times, though she would prefer sleeping in her quarters instead of swinging her sword. Due to her upbringing, she would never let anybody starve in front of her.

Brief Backstory: Klaus was born a slave, she wasn't well-fed and is always hungry as a child. One day, she found out that her master have more food than her, so she tried to steal his food, but she was caught red-handed. In the midst of the struggle, she had killed her master unintentionally. That was the first time in her life that she had tasted good food, and that is why she felt no remorse about this. Realizing the situation, she escaped from her late master's turf, and managed to kill a few pursuers due to her talent with the sword.

Finally getting her freedom, Klaus worked as a mercenary since the sword is the only thing that she's good at. Over the years, she became well-known in her field despite her sloppy job (She often leave her jobs unfinished on purpose due to her laziness).

There was only a single occasion where Klaus did her job a bit more seriously. She protected a bunch of travellers from orcs, and one of them in the group happened to be a noble who would then recommend her as a Knight for ensuring their safe passage to another city. She was rather puzzled on how she would receive an invitation to this day.

The only reason why she had joined the Iron Rose Knights is because she will have more food at the Knight Quarters. In spite of her work attitude, Klaus often does her job in the best (and easiest) possible result with least causalities, proving herself worthy of her title.

After the few years as a Knight, she is pretty much over her past by then, to the point where the only thing she remembers is that the pasta that day was so delicious.

Equipment: Longsword

Skills: Klaus is skilled at using her sword, despite her lack of formal training.
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Hidden 7 yrs ago Post by Styrgwyr
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Styrgwyr Golden Apple

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Name:
Silfern Valenthorn

Age:
20

Gender:
Female

Race:
Human

Appearance:

Silfern stands at 5'5 feet, sporting shoulder-length black raven hair and pinkish purple eyes. A small head adorned by childish features sits atop her petite frame.


Personality:
Silfern is easy-going almost to a fault. She has a gentle nature and kind to most people she meets outside the battlefield. But when she gets to work, she does it diligently. In battle, she prioritizes the lives of her fellow knights over the mission (if said mission does not hold the lives of innocents in jeopardy). Few things can break her aura of serene calmness but on the very rare occasion something does...

Brief Backstory:
Silfern's family is an odd little bunch. Her father, a Count, wanted a son so badly he began to raise Silfern as a boy when they couldn't get another child. Silfern's mother was naturally against this and did her best to put a stop to her husband's shenanigans while trying to teach her daughter proper manners befitting of a proper lady. But Count Valenthorn was a persistent man, even if he couldn't directly go against his beloved lady's wishes, he would secretly train his "son" in the ways of a gentleman, grooming "him" to become an honorable Knight of Chivalry that would follow in his footsteps.

In the end, Silfern became her own person, retaining some of values from both the paths her parents tried to force in her. She had both the grace of a lady and the chivalry spirit of a gentleman. She kept flower arranging as a hobby as she went on and became a Chivalric Knight as his father wished... just not in the same Order he was in, much to his dismay.

Equipment:

Enchanted Light Plate Armor set (Only covers the vital areas): A light-plated armor made of magically hardened materials designed for nimble movement.

Siege Crossbow: A powerful heavy crossbow with a crank-operated reloader. Silfern only uses this in Sieges or in times she thinks she might need it.

Mithril Longsword: A sturdy light-weight blade, forged especially for Silfern's use.

Daggers: Multi-purpose weapons for combat, survival and other miscellaneous things

Plate armor set, Heater shield and Steel Lance: When fighting in an open battlefield, Silfern can fight as a heavily armored mounted Knight, although not as well as on foot.

Skills:

Duelist:
Despite being a woman of honor and chivalry, when it comes to combat, Silfern fights to win through any means necessary. Her main fighting style is made unique and extremely unpredictable when supplemented with her telekinesis. Whereas she uses it to deflect, parry, swing and strike with her sword in ways nobody would expect.

Horse Riding:
Silfern’s equestrian skills are above average at best, that doesn’t mean she can’t get creative though.

Telekinesis
An unpopular novice spell made deadly in the hands of Silfern. elekinesis is a spell that lets the user “move” things around with their will. Although even at full power, It's still barely powerful enough to lift Silfern's sword.

Wind Spells

Chilly Breeze: Creates a comforting cold breeze
Wind Blast: Funnels the wind into a concentrated, one-directional shockwave that can blow even grown men away.
Air Bubble: Can be conjured on allies to allow them to breathe underwater, and on enemies to silence them by creating a membrane of vacuum around a certain area to prevent sound from travelling afar... for those covert missions that need some measure of discretion.
Razor Wind: Fires a small barrage if wind blades that can slice up a man apart with apparent ease. (Long Casting Time, And Heavy Mana Depletion)

Note:
Has a natural affinity to cats, especially kittens.
Is fond of Dwarves in general.
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Greven

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Name: Asaikes Xyphothes
Age: 31
Gender: Male
Race: Human

Appearance
Head covered by a thick black mop of hair and brown eyes framed by heavy eyebrows gives the chiseled and long face of gives one the impression a dour and serious man. That is an assumption quickly dispelled however as this sun kissed son of Velt is a man of calm cheer and quick smiles.

Personality

Asaikes is by large an unobtrusive man with a careful optimism and patience like a saint, even though his humor leans towards the ironic and darker side. He is quick to befriend people in a shallow sort of way and slow to trust and open up in a more meaningfull way to comrades in arms, this being a sideeffect of his mercenary part. That being said, he is in all situations a teamplayer, recognising that a battle line is as strong as its weakest member. For those he considers companions he would go to the ends of the world, knowing they would do the same for him.

Brief Backstory



Equipment





Asaikes gear consists of a mail hauberk topped by a lamellar cuirass, vambraces and shinguards in splinmail protects his legs and arms while chainmail and a trusty metal helmet covers most of his head except his eyes. On his feet sits a pair of good quality shoes in hardened leather. In battle he keeps to his halberd to keep the enemy at a distance, an arming sword at his hip and roundshield on his back helps in situations where the halberd is too long or if the fiends decide to get up close and personal.

Skills


Qualified medic

Asaikes knows alot about how the human body works, and also how to put it together in mostly working order when it inevitably breaks.

Dirty fighter
The man is a vicious fighter, and he who fights the dirtiest is more often than not the one walking away breathing from a fight.

Unyeilding
whether by denying the enemy the room to move as he pleases with the tip of his polearm or by being a living wall with his shield, this man stands and it will take considerable effort to move him.

Dabbling polymath
This man knows much, but not very thoroughly. He may have briefly read about it, seen the place from afar or met someone who was there. Its bits and pieces allright, but sometimes its even usefull.

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Okay, done!! I think, waiting for review.
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  • Name: Lilianna Belwiss
  • Age: 29
  • Gender: Female
  • Race: Human
  • Personality: Though not as harsh as she often first appears to be, Lilianna is generally quite cold to most people--polite but closed off and unfortunately prone to coming across as supercilious. As her family and the captain can attest to, she just takes a long time to warm up to anyone and only relaxes in private.
    She also hates anyone that claims a position or privilege solely on the circumstances of their birth or their connections. If you haven't the skills for the role, then you should be stripped of it at the soonest convenience in her opinion--something that sets her at odds with the more traditional members of the knights, though it earns her some prestige amongst more progressive sections of the nobility.
    If there's one thing that Lilianna takes pride in above everything else, it's her swordsmanship: any knight claiming to be better than her has been asked to prove it... and their oldest member's refusal to accept her terms for a fair duel frustrates her to no end.
  • Brief Backstory: As the fifth daughter of the Countess Belwiss, Lilianna received a thorough education, including instruction with the sword, but after that was left to make something of her life on her own. The young woman pledged her service directly to the royal family, serving admirably and proving her skills sufficiently to be granted a position as a commander in some minor engagements. It was this experience that gave her the leverage to join the Iron Roses.
    After Phoran Cal's rebellion, there was the obvious need to find those able to train the new Captain--a job that Lilianna, refusing to have some uneducated ditz there with no qualification other than their birth, volunteered for immediately. In the end, was the captain's primary tutor when it came to military matters--aside from a brief leave of absence due to a romance with one of the Danbalion family maids, which got cut short due to her replacement's unexpected death.
    Despite being one of the few knights that are actually married and responsible for raising a daughter, Lilianna has no intention of stepping off the battlefield any time soon. Though she quite likes the captain, she won't rest before the order is reformed--it hardly has a religious mandate nowadays and tradition is no reason that its leader should continue to be chosen for such foolish reasons. Better to select someone that already has the skills needed than train a random girl from scratch.
  • Equipment: Lilianna wields two weapons, both of dwarven make and alloy--a much newer, and more ornate, rapier and a dagger with which to parry or (frequently) stab someone more concerned with the more 'obviously' dangerous weapon. So confident is Lilianna in her abilities that she eschews any form of armour when going into battle. She must be doing something right in order to still be alive and pretty much unscathed.
  • Skills: As befitting one of those tasked with bringing the new captain's abilities up to a level where she could competently fill the post and avoid a painful death in battle, Lilianna is an exceptionally skilled swordsman. Despite having no abilities beyond her swords and footwork, she is more than able to serve on the field of battle alongside her more heavily armoured comrades. Her awareness of combat seems quite exceptional as well, since arrows don't seem to trouble her.
    The swordsman is also a practised battlefield commander and tactician, having been responsible in part for all the militant aspects of Fanilly's education. Though a large portion of her knowledge comes from history, her posts prior to joining the knights have given her direct experience of command--as did being one of those involved with battle plans when putting down Phoran Cal's rebellion.
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