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Hidden 13 days ago Post by lostandfoundme
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lostandfoundme checks her phone every 2 minutes

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Gonna put this here so it's easier to find during the rp :3

Hidden 12 days ago Post by Expendable
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Expendable ...what falls from the skies is not the rain...

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Hidden 12 days ago Post by DrBatche81
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DrBatche81

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Female pictured is Narissa, she is the backbone of the Tavern and runs the place with a small army of women and men who Arn has saved or helped over the years.

Name:Arn Wolven

Age: Appears to be in his mid 40's. True age unknown

Race: Serafin- Human with Angelic parentage

Class: Holy Warrior/Paladin/Cleric

Background:

Not much is known about Arn before he arrived in the Kingdom of Terthalia at the estimated age of Five.
One day he was just there, a grubby looking child with an insatiable appetite for everything he could see or touch. Almost like he was starved and knowledge was his food and drink.

A kind Knight by the name of Ser Gregor Wolven took him in and rasied him as his son, something that had been unheard of at this point as all nobility was supposed to be born and not picked off the streets. However Arn's bearing alone marked him as somehow above those of the exalted lineage. He took Ser Gregor's name as his own and that marked the start of his own incredible rise among the ranks.

Growing up among holy warriors and devout men and women, Arn's talents soon became apparent. He was a natural leader, warrior, strategist and this soon distinguished him amongst his peers. His skills at both armed and unarmed combat was soon without match against others in his age group. By the time he was 15 he was already besting Bloodied Knights 20 years or more his seniors. His talents did not go unnoticed and although it was much debated, he was soon brought before the King. His majesty let it be known in no uncertain terms he wanted Arn's talents to go towards the King's Elite.

Arn turned 18 (at least by the measuring of time since he had met Ser Gregor). His markings and holy spells began to manifest. The tattoos appeared overnight, covering his arms, chest, back and shoulders in runic calligraphy. They did not burn or leave Arn in pain, but because of these markings, he was now able to cast high level spells of healing, banishment and rays of light and a few other spells usually reserved for Paladins and Clerics who have been touched by their particular Deity.
Sages, Clerics, Wizards and Shaman were all called upon for information. None of them could formulate satisfactory answers. Leaving Ser Gregor frustrated and concerned.

He was given his answer in the form of a dream vision. A being of pure light and feminine energy visited him and told him her name was Gracia and she was Arn's mother, a member of the Angelic race.
She told Ser Gregor that the markings were gifts and that Arn would wake to find two more in the morning.

The next morning, Arn awoke to discover the gifts. A magnificent sword and shield set. He noticed immediately the crasftsmanship was something truly unknown in this world. the weapon glowed with a holy light the moment he drew it from its sheath. he heard a voice talk directly to him, the sword imparting it's name and the companion shield.
Solis and Ortu, together they were know as the rising of the sun, or simply Sunrise.

Arn's story continues and he becomes a highly decorated officer in the King's Elite. Years pass and he more than earns his position time and time again. Saving lives and destroying monster. Yet he feels oddly unsatisfied. Like there is more that he should be doing. It is this drive and resolve that eventually leads him to make plans for the Wellspring Tavern.

Personality: Confident, Friendly, Warm and approachable, intelligent and focused. Can be stubborn and will often decide a course without considering all options. Brave and courageous in battle and will often throw himself into the combat with reckless abandon (at least that is what it looks like to both friend and foe)
Hidden 12 days ago Post by Blue Wolf
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Blue Wolf

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Hidden 12 days ago Post by StarfrostedFox
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StarfrostedFox Craving Creativity

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Theron Virell


Age: 27
Race: Half-Elf
Alignment: Neutral Good
Class: Wizard (Scholar of Ancient Magic)
Height: 6’1”
Occupation: Traveling Mage, Linguist, Researcher of Lost Civilizations
Appearance: Theron is tall for a half-elf, but so thin that he often appears almost fragile beneath the heavy layers of his robes. His narrow shoulders hunch forward slightly, as though he is perpetually trying to make himself smaller in crowded rooms. Pale skin and long ash-brown hair give him a ghostly appearance, especially in candlelight where the sharp angles of his face become even more pronounced. A pair of soft silver eyes constantly dart around his surroundings, alert and anxious, rarely meeting another person’s gaze for long.

His robes are practical rather than elegant: dark blue fabric faded from years of travel, patched sleeves stained with ink and alchemical residue, and too many hidden pockets filled with scrolls, charms, and half-finished notes. Thin fingers twitch nervously whenever he speaks, often adjusting his gloves, shuffling papers, or clutching the wooden focus staff he carries everywhere.

The staff itself is taller than he is, carved from pale yew wood and crowned with a cracked crystal that flickers faintly whenever strong emotions overcome him.

Despite his untidy appearance, there is a strange charm to him. He carries the look of someone who has spent more nights beneath library lanterns than tavern lights. His clothes are worn, his boots perpetually dusty, and his hair often escapes whatever attempt he made that morning to tie it back. Yet there is a quiet dignity hidden beneath the disarray—a sense that every stain and patch tells part of a much longer story.

Personality: Theron is intelligent, observant, and deeply introspective, but plagued by a persistent lack of confidence. He tends to assume others are more competent than he is, even when evidence suggests otherwise. Conversations often find him apologizing unnecessarily, second-guessing his conclusions, or abandoning a good point halfway through explaining it.

He dislikes conflict and will go to great lengths to avoid arguments, sometimes remaining silent even when he knows someone is wrong. This tendency has led many people to underestimate him, mistaking his quiet demeanor for weakness.

Beneath the nervousness, however, lies an exceptionally determined individual. Once Theron commits himself to a goal, he becomes almost impossible to dissuade. His fear never truly disappears—it simply becomes secondary to whatever mystery, problem, or danger demands his attention.

When discussing subjects he loves, especially ancient magic, forgotten kingdoms, lost languages, or arcane theory, he transforms completely. His words come faster, his eyes brighten, and his usual hesitation vanishes beneath genuine enthusiasm. It is often the only time he forgets to be afraid.

Background: Theron was born in a modest border settlement where merchants, travelers, and adventurers frequently passed through. His elven mother served as a teacher and translator, while his human father worked as a cartographer. From an early age, he inherited both a fascination with history and a love of old books.

While other children dreamed of becoming knights or adventurers, Theron spent his days buried in records, maps, and stories of forgotten civilizations. His aptitude for languages and magical theory earned him admission to a respected academy of arcane studies.

Academy life, however, proved difficult. Though academically gifted, Theron struggled socially. His classmates often viewed him as eccentric, and his tendency to panic under pressure earned him a reputation as someone brilliant in theory but unreliable in practice.

Everything changed during an expedition in his final years of study.

While investigating the ruins of a long-lost magical civilization, Theron’s research group uncovered an ancient artifact bound to a damaged crystal core. The discovery triggered a catastrophic magical collapse that killed several scholars and nearly claimed Theron’s life as well.

The cracked crystal atop his staff is a fragment of that artifact.

Though he survived, the tragedy left lasting scars. Theron carries immense guilt over the deaths that occurred, believing that had he recognized certain warning signs sooner, the disaster might have been prevented. Since then, he has devoted himself to studying lost magic in hopes of ensuring such catastrophes never happen again.

His research eventually led him to references concerning the Darkmere. Several fragmented texts spoke of an ancient kingdom swallowed by the forest centuries before the rise of the Lich Lord Myr, a civilization rumored to possess magical knowledge thought lost to history.

Theron came to the Wellspring seeking information rather than adventure. He intended to interview travelers, gather maps, and perhaps hire an escort into the safer regions of the Darkmere.

Unfortunately, every lead he uncovered pointed directly toward the growing threat at the heart of the forest.

Acquaintance: Arn Wolven

Several years ago, while researching forgotten trade routes through a remote border settlement, Theron became stranded after severe storms washed out the local roads. Forced to wait at an overcrowded roadside inn, he spent much of his time buried in notes and historical records.

Among the stranded travelers was Arn Wolven.

The two were never especially close, but Arn distinguished himself by doing something few others ever had: he listened. While many dismissed Theron’s lengthy discussions of ancient kingdoms and lost civilizations, Arn showed genuine interest. Over several evenings, the two exchanged stories and knowledge by the inn’s hearth. Theron translated an old inscription Arn had acquired during his travels, while Arn shared firsthand accounts of places Theron had only read about.

When the roads finally reopened, they parted ways without ceremony.

Years later, arriving at the Wellspring and finding a familiar face among the gathered adventurers brought Theron an unexpected sense of relief. In a room filled with strangers, seeing someone who had once treated him with patience and respect made the prospect of joining an expedition far less daunting.

Strengths
Exceptional memory for languages, symbols, and historical records.
Skilled researcher capable of uncovering connections others overlook.
Highly adaptable problem solver.
Patient and methodical when investigating magical phenomena.
Considerable magical talent despite lacking confidence in his abilities.
Empathetic and nonjudgmental listener.
Possesses extensive knowledge of ancient civilizations, relics, and arcane history.

Flaws
Chronic self doubt.
Tends to freeze when forced into leadership positions.
Easily intimidated by strong personalities.
Overthinks even simple decisions.
Neglects sleep, food, and self-care when absorbed in research.
Avoids confrontation whenever possible.
Carries unresolved guilt over the academy expedition and those who died there.

Habits & Mannerisms
Apologizes frequently, even when nothing is his fault.
Talks to himself while solving difficult problems.
Collects fragments of ancient texts and stores them in carefully labeled pouches.
Sleeps with books stacked beside his bedroll.
Taps the end of his staff against the ground while thinking.
Begins many observations with, “This may be completely wrong, but…”
Maintains meticulous journals documenting everything he learns.
Avoids prolonged eye contact unless discussing a subject that genuinely excites him.

Magic
Theron’s magic revolves around knowledge, preservation, and understanding rather than raw destruction.
His specialties include:
Arcane translation and deciphering.
Warding and protective enchantments.
Detection and identification magic.
Illusions used for study and communication.
Ritual magic tied to ancient civilizations.
Utility spells that aid exploration and research.
While capable of combat magic when necessary, he strongly prefers solving problems through preparation, ingenuity, and understanding rather than force.
The cracked crystal atop his staff occasionally reacts to powerful magical forces. Whether this is merely a lingering effect of the artifact or evidence of something far more significant remains unknown.

Goals
Uncover the truth behind the civilization that created the crystal artifact.
Translate a collection of fragmented texts recovered from ancient ruins.
Learn the true nature of his connection to the crystal.
Prevent magical catastrophes similar to the one that destroyed his research expedition.
Prove—to himself more than anyone else—that he is capable of making a meaningful difference.
Find companions who value him for more than his knowledge.

Quote
“I-I mean, it’s probably nothing. Just an ancient magical construct capable of catastrophic reality distortion. Nothing to worry about. Probably.”
Hidden 12 days ago 9 days ago Post by KactusPunch
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KactusPunch Lurker

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Hidden 11 days ago 5 days ago Post by z3r0
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