Hidden 6 yrs ago 5 yrs ago Post by VitaVitaAR
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Hidden 6 yrs ago Post by Raineh Daze
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  • Name: Doctor Myrielle Sable (Former Professor of Necromancy)
  • Age: 51
  • Gender: Female
  • Race: Drider (Wolf Spider)
  • Rank: The Fool (6 of Wands)
  • Appearance: "You need a book from up here?" Still youthful enough she regularly got mistaken for a student.
  • Personality: It's safe to say that Myrielle is a bit hard to get along with, possessing a confidence in her abilities that borders on arrogance, and a certain lack of regard for the skills of fighters--mainly from the viewpoint of assuming that it's something that could be artificially reproduced. She acts like a properly-brought up scholar and tries to be polite... but spend too much time with her and she'll invariably end up being quite short with you, especially if you do something she would regard as stupid.
    Oh, and she gets extremely annoyed with anyone that brings up why she's not continuing to be a professor even though she likes the position so much. The best outcome to expect is being firmly told that all the rumours are a lie, she wasn't doing anything improper, and she's never done anything like that in her life.
  • Brief Backstory: Myrielle's main claim to fame as an adventurer is that her grandmother was one of the guild's founding members--and is still hanging around in an administrative role, though even old mages need to stop rushing into dungeons at one time or another. Her mother, too, was an adventurer, if not as successful a one--and settled down in Ithillin after never really living up to her expected rank. Myrielle therefore grew up in that country, learning, and proving to be more talented than her mother was, going beyond simply learning the basics of magic into a wide study at the Mage Academy, and eventually gaining a teaching and research post.
    Of course when a drider in a high position regarding necromancy gets into a scandal involving students--one that high society finds quite interesting--then, regardless of whether the accusations are right or wrong, it becomes extremely awkward to hang around. Now, being a highly gifted magic user, the scandal will inevitably be forgotten about before she begins to show much sign of ageing... but Myrielle decided that maybe now was the time to go take up her grandmother's old, old offer to join the Guild.
    Seeing as she's closely related to the founders, Myrielle was granted the otherwise-unused title amongst the Arcana as a sign of prestige and as a warning to not be a disappointment. She doesn't mind too much, as using her effective rank for even a week got quite... annoying due to people dismissing her knowledge or abilities.
  • Equipment: Well, she has her clothes, and a wide supply of "light reading", but in terms of adventure-worthy equipment... technically she could bring along surgical tools, but who needs that when you have a proper healer to hand? Plus a lot of normal adventurer equipment Myrielle views as plain unnecessary. Climbing equipment? She's a drider. Labour tools? Just use magic. A weapon? Her upper body strength is nothing important...
  • Skills: In one regard, it would be fair to call Myrielle the most advanced magic user currently working with the Guild--her breadth of magical knowledge is astonishingly vast, partly as a prerequisite of making sure that new learners are up to spec and partly because she just finds it interesting. If you need some sort of powerful spell, she'll be able to cover you: eventually. And there's her biggest flaw as an adventurer: Myrielle has primarily spent her life as an academic, where the need for quickly casting spells has often been limited and it's been better to go with something highly specific but doing exactly what you want than adapting something more general but less efficient on the fly. That doesn't mean that she can't do spells quickly--they just rarely give a full accounting of her abilities.
    The disciplines where she could pull out appropriate magical feats really don't help. Most of her specialised knowledge is either blatantly illegal to use or just hilariously useless in an adventuring context. So, raising an army of undead labourers? Not acceptable. Advanced magic to investigate magical flows and the soul to try and work out what makes a sentient undead sentient and try to understand and recreate that to endow magical constructs with true life and intelligence? Also hopeless. The ability to make effective constructs would actually be useful for adventuring, but she doesn't have the resources or materials to actually put it into practise--nor the best idea of how to make one for combat rather than social or labour purposes.
Hidden 6 yrs ago Post by TheFake
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Hidden 6 yrs ago 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Sophie Velmet
  • Age: 18
  • Gender: Female
  • Race: Human
  • Rank: Five of Swords
  • Appearance: Sophie has pale skin, purple eyes, and pale purple hair. She is exceptionally short.
  • Personality: Sophie is a highly competitive girl who is determined to be one of the best adventurers in the guild. Her aggressive personality makes this fact quite evident, and she is extremely driven to take any jobs she possibly can. She has a habit of viewing other adventurers(outside of anyone in her party, at least) as direct competition for her pursuit of the title of title of Top Sword in the Guild. She is quite prideful, bordering on arrogant, but she isn't without a more playful side as well. Sophie is fond of games(but is also extremely competitive in them, determined to win no matter what) and does seem to view exploration and adventure as something fun. But at the same time, she takes fighting very seriously, her competitive and aggressive nature pushing her forward in incredibly dangerous situations. While Sophie is quite prideful, she still values hard work and dedication, believing it is the exact path towards the goal she desires. She can be somewhat dismissive and sarcastic towards, others, especially if they are being stupid, but in spite of her aggressive and goal-driven attitude she does care about helping innocent people and protecting her allies. Sophie hates being treated as younger then she actually is, which is troublesome when she's so short and youthful. She also has a jealous streak, especially when it comes to anyone who is more mature looking then she is.
  • Brief Backstory: Sophie was born into the Velmet family, a minor noble family living in Venne. When she was little, she became fascinated with the stories of adventurers, and already aspired to be like them even before a major event changed her life. When she was only eight years old, she was suddenly taken by raiding band of goblins while visiting a relative's estate far outside of the city. But before they could take her back to their hole, the goblins were slain by a team of adventurers. This sealed it, not only did Sophie wish to become an adventurer, she wanted to become one of the best. Now that she's older, she's embarrassed about the childish approach she once had... but she's become incredibly competitive, using her wealth to purchase high-quality gear and gain training that would allow her to function as a fighter fit to join the guild. Sophie has no intention of giving up on her dream of becoming one of the top Swords in the guild.
  • Equipment: Sophie wields an expensive, well-balanced double-headed greataxe. Forged of dwarven alloy, it is quite light in spite of its size, but very sharp. However, it is almost entirely mundane beyond these features. Sophie wears set of relatively light armor, mostly focused on protecting her torso and hands while allowing for swift movement. Finally, she carries with her a set of one-use enchant items. By breaking them, she can apply a very brief, relatively weak enhancement charm to herself. They resemble cylindrical rods, easily broken with her bare hands. The enhancements they apply include Windsprinter, which greatly enhances Sophie's speed, Greater Impact, which allows Sophie to strike much harder then she otherwise would be able to, and Enhance Armor, which lets her enhance her armor for a single blow. These charms are no-where near as strong as a spell applied by a mage, but they can be used on the fly, very quickly. Of course, she has to buy replacements whenever she uses one. Sophie also has a dagger, a relatively mundane, if well-crafted, last resort in case she is unable to use her axe.
  • Skills: Sophie is a remarkably skilled fighter, mostly when it comes to utilizing her axe. Her fighting style utilizes her own small size and the swings of the axe to move herself across the battlefield, allowing her to attack with the full weight of her body. She has some rudimentary first aid skills, not sufficient for a healer of any sort, however, and has a decent knowledge of Estival's flora and fauna. She cannot be called an expert, and magical knowledge largely escapes her, but she is decent enough.
Hidden 6 yrs ago Post by KoL
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• Name: Leynanniel "Leyna"
• Age: Young; for an elf
• Gender: Female
• Race: Wood Elf
• Height: 151 cm
• Weight: 41 kg
• Rank: 6 of Coins
• Appearance:
Leyna is pretty much exactly what most people picture when they think of her race: small, lithe, and beautiful in a nigh otherworldly way. Despite being around a head smaller than your average human, her exotic features more than make up for it. The long, pointy ears characteristic of the elvenkind, complimented by emerald-colored eyes and greenish hair reaching down to her waist, make it sure that Leyna is a hard to miss sight within human lands, both for good and ill.

When it comes to clothing, Leyna is conservative and utilitarian, wearing only as much as she needs for any given situation, mostly leather and fabric outfits dyed in drab, earthy colors like green and brown so that she can blend better with all sorts of natural environments.
• Personality:
When it comes to personality, Leyna is a positive person. She does have the pride that comes with being one of the Feykind, as is expected of most elves, but she doesn't let it go over her head as some of her most isolationist peers. She can both take and dish out a joke or two, and her curious side has a thirst for exploration and adventure, to know new places, people and stories. She also has a soft spot for children and sweet foods, which kinda balance the fact that her Elven constitution makes it hard for her to take any form of alcohol and her utter disgust of all sorts of creepy crawlies.
• Brief Backstory:
Leyna was born in an Elven settlement in the ancient forests entrenched deeply within the valleys Northern Velt's mountain ranges, in an area known to the humans by the ominous name of Sea of Trees. Naturally, thanks to the location of their settlement, the wood elves that inhabit this forest have been at odds with the dwarves of Draz'khzidra since long before the precursors of the current human kingdoms settled around them. Over the time, the conflict boiled down to a sort of unease rivalry, instead of open hatred, after both elves and dwarves were forced to unite to fight common threats time and time again.

Leyna came to the world long after these conflicts of the past, thus she doesn't hold the same sort of deep seethed hatred against the other race, or pretty much anyone other than the natural aberrations like orcs, goblinoids and the rest of their kind. Instead, the very reason why she left her forest home and familial life was to see how the world outside of the trees was like. Such curiosity is common among the younger generations of elves that never had to fight in a true war, but few act on it which is something that Leyna always found such a waste.

When she finally felt confident in her own skills both with bow and spells, Leyna picked up the few items that she would need for her trip, said goodbye to her family and the forest that was the only home she knew until then, and set her feet on the road towards the human kingdoms along with a band of traveling merchants that did business with her people in some very rare occasions.

And thus began Leyna's life as an adventurer.
• Equipment:
While her usual outfits are all of high-quality Elven origin, her Elven Cloak and Boots deserve special mention. As long as its wearer is an ally of the elvenkind, not only it protects them against the harsh elements, it also acts as camouflage, seemingly shifting colors to match the lighting and ambient around, making the wearer far harder to spot. Similarly, as long as they are worn by an ally of the elves, the boots make it able to walk steadily in anything other than the most treacherous surfaces, while making their wearer's steps as silent as those of a cat on the prowl.

Other than this, the only item worthy of note belonging to Leyna is her Elven bow, made of sacred wood taken from deep within the ancient forests inhabited by her kind. Despite its slim appearance, it's sturdy enough to be used as a quarterstaff without any risk of breaking, even when parrying a direct strike from a bladed weapon. The bow's draw is far heavier than anything inferior woods are able to endure, but as long as it's used by an ally of the elvenkind, its enchantments allow it to be drawn effortlessly.

Leyna also carries a typical assortment of adventuring equipment (rope, daggers, rations, etc), all of high-quality Elven manufacture.
• Skills:
→ Combat Training: Leyna is skilled with her people's characteristic weapons as well as unarmed combat, employing both her speed and size opponents whenever possible.
→ Elven Woodsmanship: It's needless to say that Leyna is an expert huntress with a knowledge of the woods and its inhabitants that no one but her own kind can ever hope to match. She can employ her skills in other environments to a certain degree of success, however, the more apart the environment is from what she's used to, the hardest it'll be for her knowledge to work.
→ Thievery: Over the course of her travels with that merchant band as well as the years spent in human settlements, Leyna picked up a number of skills that wouldn't be out of place in a thief's repertoire. From daring acrobatic stunts to picking pockets, spotting and disabling traps as well as pretty much everything in between, Leyna can do it all to varying degrees of skill.
→ Spellcraft: While Leyna is nowhere as proficient with magic as a dedicated druid or wizard of her people, she's still capable of employing a number of spells most of which is dedicated to improving her capabilities and skills, along with some minor healing and supportive uses, as well as nature magic.
→ Geography Knowledge and Navigation: Thanks to her travels, Leyna knows a lot about geography and navigation. She can stop landmarks, read the constellations and the winds as well as use maps and other guidance instruments with spot-on precision most of the time. As long as she's not roped into oceanic travel or trips to lands literally on the other side of the world, Leyna's pretty capable of finding her way in and out of almost anywhere.
→ Chronicling: The true reason why Leyna left her homeland was to explore the world, for this reason, she picked up the habit of chronicling everything in her journals, including maps of places she went, pictures or samples of all kinds of plants small animals, or anything else she would find curious. She has a room full of all kinds of mementos and diaries both at home (where she returns every so often to) and in the inn she's used to staying.
→ Adaptive: As is evident by her long list of talents, Leyna is a dilettante almost incapable of committing to anything other than her pursuit of adventure and excitement on a daily basis. Her ability to learn new tricks and trades is second to no human's and the fact that she has literally all time in the world to perfect her skills, despite not even trying so hard to do anything makes Leyna a top-notch adventurer. The only reason she doesn't climb even higher on the Guild's ranks is that the mid-level jobs is where the whole fun is; neither the prospect of shooting rats or snipping dragons appeals too much to Leyna's adventurous spirit.

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G E N E R A L
I N F O R M A T I O N :

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◆ NAME | Galen Cannenta

◆ AGE | 21 years old

◆ GENDER | Male

◆ RACE | Human

◆ RANK | Five of Cups

A P P E A R A N C E :
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Galen stands at a decidedly non-imposing 5’3”, made even shorter by his habit of slouching. He wears an oversized cloak that covers everything below his neck. Galen’s white hair does little to offset the paleness of his skin. Galen’s eyes are a shade of gray that appears black under most lighting, breaking the monotonous paleness that persists throughout the rest of his body. Galen appears to be otherworldly, in some regards, but it has been established that he is, in fact, human. His overall appearance makes him look younger than he is, which causes him great irritation.

P E R S O N A L I T Y :
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Galen often comes off as aloof, though this is more because of his upbringing, and exchanging words with him will reveal that he is a lot less prideful than his mannerisms may show. He is very intelligent, but underestimates himself often, especially if put in a leadership role. Galen has a firmly set ideal of doing no (direct) harm as a healer. Galen believes that death is a necessary, crucial part of life, even if he wishes to keep things alive for as long as possible. He frowns upon necromancers, believing that they have made a perversion and mockery of death in their practice.

E Q U I P M E N T :
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TALON: Galen wears a black glove over his right hand, its index finger tipped with a scalpel. However, with some hesitation on his part, Galen has been known to use the sharp implement for self-defense purposes; he is well-versed in how most bodies work, and where it hurts most when cut.

MEDICAL SATCHEL: A leather satchel Galen keeps stocked with poultices and potions, as well as medical tools. Nothing noteworthy, but it does allow him to keep his allies healthy without always having to rely on magic.

CODEX CANNENTA: A thick book Galen keeps by his side wherever he goes, as it is the only connection he has to his family. The Codex Cannenta is a book filled with knowledge of both magical and practical healing passed down through many generations. Though there is nothing in the book that couldn’t be found anywhere else, Galen’s unceasing study of his predecessor’s work have allowed Galen to mix-and-match certain parts to amplify the effect of his own spells. Unbeknownst even to Galen, the book itself is alive and has taken great liking to its current owner, who displays a love for life unmatched by any other adventurer.

S K I L L S :
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Galen is exceptionally adept at healing magic, and often augments it with applications of practical medicine, for greater affect. However, he knows only the most rudimentary magic in other fields, which might be an inconvenience to his allies if they need another offensive magic user. Despite that, Galen refuses to learn offensive magic, as he believes all life is precious, though he understands that monsters must perish to keep his fellow adventurers alive. In that regard, he has also learned a few spells to enhance his allies’ offensive and defensive capabilities, but as they aren’t quite the healing spells he’s used to, he does have moments where he might slip up.



B A C K S T O R Y
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The sole heir to the small clinic his parents ran, Galen grew up learning to value the lives of everything and everyone, regardless of status. However, at the age of 14, Galen’s magic manifested itself and his parents opted to keep it hidden away from their relatives, who were known for using magic-using family members as assets in their quests for noble status.

Studying at home, Galen proved himself to be a genius in healing magic, much to his and his parents’ glee. Yet, through one way or another, Galen’s relatives found out about him and abducted him. Pleading for help but getting none, Galen’s parents set out to retrieve their son themselves, but met their end prematurely when the information they were given about a “safe path” proved to be false, and a band of orcs made quick work of them. Finding out his parents’ fate from his guard, who was the one to give his parents the faulty information, Galen was driven to despair.

At the age of 20, Galen – now using the name Antara - was set to meet a minor noble’s daughter in hopes of arranging a marriage, and nabbing some form of status for his relatives. However, on his way there, a group of bandits raided the carriage he was in. Galen let them kill his guards and his aunt and uncle who were riding with him, and even offered to heal the injured among the bandits. Grateful, the leader of the bandits set him free, despite his subordinates’ protests.

Galen set out to be an adventurer, going back to using the name Cannenta to honor the parents he had lost. Despite knowing only basic offensive magic, Galen’s skill in both magical and practical healing is enviable.


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