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Alright Soooo here it is,
I'm an old man (post 30's) who has been at the RP game since I was in Middle School. Happily Married and a huge Nerd. My main interests for RP's and such are Medieval Realistic Fantasy, As in no one person wielding a massive 200 lb weapon in one hand or going way over the top with crazy 25 hit combos in the air. I like things to play out as they would normally of course with magic, magic is always fun. I also like Futuristic Space (Star Wars, Mass Effect, and almost anything involving some sort of Mech). I work a crap ton and cant really get into a real post every day but I do try. If you think you got something I might like hit me up.

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World of Drakkenheim

(Rough copy, will fix, but I've already deleted it twice on accident so I'm throwing it up raw and saving)


People of the Continent



Realms of the Continent



Magic and Spellcasters
Magic suffuses the world of Drakkenheim, but mortal spellcasters
are rare. Only about one in every thousand people can cast spells,
and roughly two-thirds of these only ever master cantrips and
first-level spells in their entire lifetimes. The few who can work
greater magic often wield tremendous personal, social, and political power. Though rare, magic is common currency for nobility,
clergy, wealthy merchants, and adventurers.
Only a handful of living mortals can cast ninth-level spells.
Most are secretive recluses or legendary figures. Harnessing more
magical might than most mortals can even comprehend, they
often turn their attention away from earthly affairs to contemplate
the cosmic order, fighting unseen battles against supernatural foes
whose very nature threatens to tear the world asunder.
The common folk regard spellcasters with superstition and
awe. There was a time when arcane magic users faced extreme
persecution, and echoes of those prejudices remain. Few even
understand the difference between sorcerers, warlocks, and
wizards — they are collectively referred to as ‘mages’. However, commoners can recognize spellcasters who are clerics of the
Sacred Flame or mages of the Amethyst Academy by their symbols and attire. Spellcasters who are not (or do not claim to be)
members of these recognized organizations are often mistrusted
and feared by commoners.

Arcane Magic
The arcane magic of sorcerers and wizards draws upon otherworldly energies. The ability to tap into these forces is reliant on
a recessive genetic trait in mortals - such individuals are called
mageborn. Signs that a person is mageborn typically emerge in late
childhood or early puberty, usually as random displays of wild
magic. In some rare cases it does not develop until adulthood.
Mortals who lack the mageborn gene cannot become sorcerers or
wizards under any circumstances.
By law, the Amethyst Academy takes guardianship over any
child born in the realms who manifests magical ability, whether
they are a royal heir or commoner. A child who bristles against
Academy training — or who was not taken in by them — most
often becomes a sorcerer.
Bards and warlocks also work arcane magic, but do not
necessarily depend on mageborn lineage to do so. Instead,
warlocks gain arcane power through pacts with eldritch entities,
and bards find supernatural inspiration to harness the Words of
Creation. Regardless, many keep their powers secret.
Divine Magic
In the world of Drakkenheim, divine spellcasting powers are
not granted by gods. Instead, clerics, druids, and paladins learn
to cast spells by channeling the supernatural forces of light and
shadow that underscore the cosmos. In theory, such powers are
attainable by anyone, but in practice only exceptionally gifted
individuals master even the lowest-level divine spells. As such,
divine spellcasting is viewed as a disciplined and sacred technique
attainable only by those with sufficient will and devotion, and
only after years of meditation and training. Its practitioners are
not considered mageborn.
Violating one’s religious tenets will not cause a cleric, druid,
or paladin to lose their powers. However, a personal crisis
of faith brought on by some discordant change in behaviour
and morality could cause an individual to lose their divine
spellcasting powers. More often, a cleric, druid, or paladin
who commits some grave trespass risks retribution from other
members of their religion.
Other Spellcasters
There are many rudimentary techniques for casting a small
smattering of cantrips and lesser spells, represented by rangers
and subclasses or feats that grant minor spellcasting features.
Such characters are viewed as merely dabblers, not mageborn.

Faith and Religions
In the world of Drakkenheim, gods do not physically manifest
in the world, intervene in mortal affairs, or speak directly with
mortals. Myths and legends passed down from distant eons
tell such tales, but these events have not happened in recorded
history. Instead, the inspired words of prophets, oracles, and
heroes laid the foundations for the world’s many religions.
Powerful extraplanar entities such as archangels, demon lords,
and outsiders exist and interact with mortals. Many extensively meddle in earthly matters, making pacts and offering dark
counsel. Some even claim to be gods. When asked questions
regarding the true nature of the cosmos or divinity, however,
they speak in cryptic riddles.
The Sacred Flame
This is the dominant religion throughout the realms. Also
known as the Divine Light, its teachings and beliefs are tightly
woven into the social and political fabric of Caspia, Elyria,
Westemär, and their neighbouring domains.
Background
Myths about the Sacred Flame have ancient roots, but the contemporary religion began a thousand years ago with the valiant
Saint Tarna. Although most of her life she was a ruthless warlord,
light flickered in her dark heart. Guided by angels, she learned
to channel the Sacred Flame and became the first paladin. She
took up the cause of righteousness and sacrificed herself to defeat
an evil sorcerer-king. After her martyrdom, her disciples spread
her teachings and established the Faith of the Sacred Flame.
Beliefs and Tenets
Faithful of the Sacred Flame do not worship a deity. Rather,
devotees pray for guidance from a transcendent divine force that
they believe is the source of all light and goodness. Symbolized
as the Sacred Flame, this brilliant beacon inspires mortals to act
with benevolence, honor, and righteousness. The religion brings
a message of dutiful hope: even the smallest flame may light the
way through the darkest night. The core tenets of the religion
are conceptualized as follows:
h The Hearth spreads compassion. One must nourish the
hungry; offer shelter to the cold; and give succour to those
who suffer. Spiritual warmth comes when the community is
gathered together before the Flame as neighbours.
h The Lantern illuminates the way of truth. The light reveals
what is hidden by darkness, and shows the way to understanding. One should not silence truth, nor speak falsehoods.
h The Torch displays the duty of all faithful to uphold the cause
of justice. One cannot abide when evil stirs; nor stand idle
when corruption spreads: callousness and indifference permit
selfishness, greed, and hate to multiply.
h The Candle symbolizes hope and redemption. Show those
who are in darkness the light. Offer mercy to the guilty; no
shadow is absolute so long as a flickering flame remains.
Followers of the Sacred Flame believe that when mortals die,
the divine light guides righteous spirits to the place where dawn
breaks over the Shadowlands. Their luminous souls shine eternally, driving back the endless darkness that threatens all life.

Holy Sites and Symbols
A goblet of fire or a lit candle represents the Sacred Flame in
holy symbols. Believers join hands in a circle around a roaring
fire and sing hymns during worship rites. The holy text of the
faith is called the Song of Fire. Saint Tarna is typically depicted
as a silver-haired warrior bearing a longsword. She is often
shown in battle against demons and witches, sometimes astride
her griffon, Aarak.
In Caspia, Elyria, and Westemär, most towns have at least
one chapel devoted to the Sacred Flame. Often at the heart of
their communities, these domed sanctuaries are built around a
hallowed brazier set alight with a golden continual flame. Major
cathedrals to the Sacred Flame are found in large cities, and many
are brilliant architectural wonders in their own right, decorated
with painted murals, stained-glass windows, and statues depicting
the saints and martyrs. The small shrines in most villages are
usually simply an awning built over a bonfire pit.
Religious Hierarchy
Ordained priests of the Sacred Flame are known as Flamekeepers. These clerics of the Sacred Flame are predominantly
women*; they wear flowing vestments of white, yellow, and
gold. Flamekeepers take vows of poverty, eschewing all personal
possessions and living on the commonwealth of the faith.
Chapels and cathedrals of the Sacred Flame are ministered by a
Flamekeeper, who is assisted by a few devoted acolytes. Smaller
villages rely on lay ministers to keep their shrines. The highest
authority amongst the priesthood of the Sacred Fire is the Divine
Matriarch, who tends the Cathedral of Saint Tarna in the holy
city of Lumen in the land of Elyria.
* Although this represents the formal religious hierarchy, people of
any gender identity may become clerics and paladins of the Sacred
Flame and rise to positions of honour and reverence.
Clerics of the Sacred Flame
Through deep spiritual discipline and steadfast devotion, some
faithful may become living vessels for the Sacred Flame. These
rare individuals hold the power to channel its light in the earthly
realm to work divine magic. As clerics of the Sacred Flame, they
become enlightened healers, custodians of truth and knowledge,
or fiery beacons of light. However, not every cleric of the
Sacred Flame becomes a Flamekeeper or participates in the
organization and politics of the religion.
Paladins of the Sacred Flame
Legend claims Saint Tarna was the first paladin. These warriors
hold deep reverence amongst the faithful, as only truly virtuous
souls can wield the Sacred Flame as she once did. Paladins of
the Sacred Flame swear sacred oaths of devotion, redemption,
and vigilance. Inspired by Saint Tarna’s example, many
join knightly orders ordained for righteous purposes. Such
companies of holy warriors and their martial retainers embark
on quests and crusades to destroy supernatural forces of evil and
root out creatures of otherworldly darkness. The most wellknown and decorated amongst these militant fellowships are the
Knights of the Silver Order.

Other Religions
Although many people keep the Flame, there are hundreds of
smaller religions with disparate beliefs, doctrines, and practices.
Here are some of the most notable.
The Old Faith
This disparate religion is dedicated to a pantheon of primal
deities who have whispered to mortals through nature for
untold generations, such as primal Nodens, vengeful Kromac,
honorable Nuada, and nurturing Danu, but there are countless
more. Their beliefs and practices vary widely based on the
tenets of the specific patron god, but their myths often surround
the elements, the seasons, the land, and ancestor worship.
Many such beliefs originated with the ancient orcish and
dwarven peoples of the continent. Others are closely connected
to mysterious entities who inhabit extraplanar worlds such as
Dreamland, the Elemental Chaos, or the Feywild, and are often
kept by the elves. Druids are particularly common adherents
and priests of the Old Faith, but clerics and paladins of the Old
Faith are not unknown.
Shadow Cults
Throughout the ages, various ‘shadow faiths’ and heretical sects
have emerged surrounding the Sacred Flame, some of which
embrace an opposing force called the Exalted Darkness. These
cults develop their own mysteries and esoteric practices, or
devote themselves to worshipping enigmatic god-like beings
such as Morrigan the Phantom Queen, the Night Serpent, the
Lord of the Undead, and powerful entities who inhabit the
Shadowlands or the Abyss.
Some of these chthonic entities seek to devour the light and
plunge the world into darkness unending. However, not all
of these faiths are evil, with practitioners who view shadow
and light as part of a necessary balance. Regardless, followers
of the Sacred Flame condemn these beliefs, banishing their
rites and practices. In the same manner that deep faith and
contemplation leads followers of the Sacred Flame to become
clerics and paladins, one may also channel the Shadow itself.
Clerics are heralds of twilight, trickery, magic, and death, and
paladins often invoke dark oaths to vengeful causes or ambitious
conquest. Followers of the Shadow Faith may even become
warlocks, embracing dark and fiendish patrons.

The Edicts of Lumen
During antiquity, mighty sorcerer-kings ruled a continentspanning empire using their immense arcane power. The
sorcerer-kings became tyrants who scarred the land with magical
wars and held those without arcane magical power in bondage.
The iron rule of the sorcerer-kings was ended by the clerics and
paladins of the Faith of the Sacred Flame a thousand years ago.
However, those born with arcane magical ability have faced
discrimination ever since, and at times, the religious ministry has
endorsed vicious persecution against mages. Even today, many
common folk consider a mageborn child a terrible curse.
Outright conflict ended with the Edicts of Lumen, a magical
treaty between the Amethyst Academy, the continental nobility,
and the Faith of the Sacred Flame. Signed three centuries ago,
this agreement separates the political and economic powers of
clergy, mages, and nobles.
The Edicts of Lumen comprise six main articles:
h The Articles of Inheritance bar all mages from holding
noble titles or owning land.
h The Articles of Neutrality require the Amethyst Academy
remain neutral and impartial with regards to the social,
economic, and political affairs of the continent, but also grant
protection under the law to all mages.
h The Articles of Guardianship grant the Amethyst Academy
the authority to take any child born with magical capabilities
as wards to train in magic until they come of age, including
mageborn of noble houses and royalty.
h The Articles of Enterprise permit the Amethyst Academy
to operate as a self-governing mage guild to control the sale
of magical goods and arcane magical services throughout
the continent, but they may not discriminate or charge their
clients differently.
h The Articles of Malediction disallow the Academy from
teaching magical practices such as summoning demons and
creating undead, and forbid mages from using magic to
directly influence or control members of the nobility or clergy.
h The Articles of Umbrage detail a complex system for
resolving minor infractions in a peaceful manner, reparations
for damages for more serious violations, and the circumstances
when parties may use violent force to enforce compliance.

The Cosmos
Sages of the Amethyst Academy have put forth differing
theories to explain the order of the cosmos throughout history.
These included bizarre concepts such as the “great wheel”,
the “world axis”, the “conjunction of the spheres”, “planetary
orbits”, and “general relativity”. There is no consensus; every
theorist is quick to point out the glaring flaws and logical
inconsistencies in competing hypotheses.
Most mortal knowledge of the planes comes from contact
with extraplanar creatures via summoning magic or divination
spells such as contact other plane. Deliberate planar travel by
mortals is the stuff of legends. The knowledge and material
components for the plane shift spell are jealously guarded
secrets. However, there are countless ley-lines and thin places
where the unwary might slip between worlds. Described below
are the most well-known, but countless others exist.
Mortal Worlds
The mortal world is a sphere of rock that orbits a fiery sun.
Several moons and planets join this cosmic dance, all suspended
in an endless astral void. Far away, the sparkling stars are other
suns. Who can say what distant worlds lie among them?
Otherworlds
These worlds are metaphysically close to the mortal world, such
that some creatures can pass through the Ethereal Plane into
the mortal world, and rarely vice-versa.
The Ethereal Plane. A truly liminal space, this plane is
the metaphysical border between the mortal world and the
other planes.
Dreamland. This strange realm is the mortal unconscious
made manifest. It is a world of thoughts, dreams, and
nightmares, inhabited by impossible creatures.
The Feywild. The realm of fey is sometimes called by
different names, such as Tír na nÓg, Wonderland, Avalon,
Elfhame, and the Elusive Realm. It is uncertain whether or
not these names refer to regions within the realm or are in fact
distinct worlds entirely.
The Elemental Chaos. A primordial place of raw energy and
unbridled potential, the individual planes of air, earth, fire, and
water are found within its churning storms and burning seas.
Afterworlds
The afterworlds are places where mortal souls go when they
die. There has been no recorded instance of a living mortal
physically entering these planes and returning. However,
the creatures who inhabit these worlds can be contacted or
summoned using powerful spells.
The Shadowlands. A dark reflection of the mortal world held
in perpetual gloom. Most souls pass into the Shadowlands on
their way to the afterworlds, but some wander here forever. Why
certain souls remain in this place, and others pass on is the subject
of many religious myths. The energies from this place may be
invoked to create undead.
Eternity. The sacred celestial afterworld where angels dwell.
Little is known about this holy place, but many religions believe
it is a paradise for righteous souls.
The Abyss. Interchangeably referred to as Hell, sages
believe that mortal souls are transformed into demons or devils
in this fiendish afterworld. These evil beings plot mayhem
and conspiracy against mortals when they are not waging
endless war amongst themselves. Few mortals understand the
distinction between such fiendish creatures.
Dungeons of Drakkenheim


DRAKKENHEIM IS NO MORE. An eldritch storm
of falling stars devastated the city on that woeful eve,
leaving behind a meteorite that would have lasting
effects. Fifteen years later, Drakkenheim is a dismal
urban wasteland contaminated by otherworldly magic and
haunted by hideous monsters. Fantastic wealth, lost knowledge,
and powerful artifacts lie ready for the taking by adventurers
brave or foolish enough to venture into the ruins. However, even
those who survive the dangers of Drakkenheim may not return
unmarked by its terrors!



Content Warning

Drakkenheim portrays a dark fantasy world. Please note references to the following are common in this adventure:
  • Violence, murder, blood, gore, cannibalism, and body horror.
  • Degenerative mutations that cause physical disfigurement and madness/insanity.
  • Rats, spiders, insects, demons, undead, ghosts, and other monsters.
  • Natural disasters, large-scale loss of life, civil war, displaced persons, and refugees.
  • Moral ambiguity, social/political manipulation, religious zealotry and military nationalism.

The campaign does not contain explicit sexuality, sexual assault,
racial prejudice, systemic racism, homophobia, or transphobia.
Any inferences to such are wholly unintentional.

City of Drakkenheim


Delerium

Iridescent crystals of vast magical potential are found throughout Drakkenheim. Known as delerium, these lambent stones emanate unnatural energies that induce madness and monstrous transformations. Despite these dangers, delerium is ideally suited to crafting magic items and fueling mighty new spells. Sorcerers, warlocks, wizards, and all manner of occult magicians crave its supernatural power, thus delerium commands a high price within arcane circles and underground markets alike. Many prospectors risk everything to collect a few fragments, but the true origins of the strange mineral remain unknown. The rival factions stand divided over whether the crystals should be destroyed, harnessed, or worshipped, and their simmering disagreements threaten outright war.

Broken Realm

Drakkenheim was the cosmopolitan capital of Westemär, ruled by the imperious House von Kessel. A decade of bloody civil war erupted after the city’s destruction. The realm was left shattered and the royal line broken. Now, the political order of the wider world lies in shambles, torn apart by religious schism and military conflict, and only a faint hope remains that the city can be rebuilt and the nation restored.

Rival Factions

Five factions have arrived in Drakkenheim to advance their ambitious agendas. Though their ideologies and methods differ, each seeks valuable resources and lost secrets within the city. However, the ruins present many confounding obstacles for their agents. As such, all the factions hope to attract talented adventurers to their cause, drawing would-be heroes into a fierce political intrigue that may boil over into violent struggle. Those who wish to decide the fate of Drakkenheim must choose their allies well and their enemies carefully!



The Haze
There are more hazards in Drakkenheim than monsters and rival factions. A billowing mist filled with glinting multi-coloured motes has settled over the entire city, which adventurers call the Haze. It’s like the dust never really settled after the meteor fell. Characters gain no benefit from taking a long rest within the Haze. Adventurers should be well-rested before they head into the ruins, as they’ll need to escape the city to regain their hit points and spell slots. This effect cannot be circumvented by any mundane equipment, nor bypassed with spells such as rope trick, tiny hut, or similar character abilities.

Contamination
Characters will also encounter deadly eldritch contamination caused by creatures, delerium, and other magical phenomena in Drakkenheim. Abilities, equipment, and spells that protect against diseases, magic, or poisons do not work against contamination. It cannot be healed naturally, nor readily removed with low-level spells. Player characters will need to work with the factions and find creative solutions to manage these problems during their adventures.

Dangers of the Dark City
Finally, be warned that in Drakkenheim, characters will often stumble upon creatures and other perils far beyond what they can defeat on their own. Discretion and cunning may prevail when strength of arms fails. Adventurers must seek out likeminded allies, and be wary of making new enemies. They must have all the equipment they need before setting out on an expedition, use their resources carefully, and be prepared to retreat at a moment’s notice!

Da Rules


1. Listen to the GM, If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it.
2. Romance and Gore allowed, But keep it in good taste and in site rules
3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC
4. Be civilized and polite please
5. All basic RP rules apply to this roleplay: Power playing or Meta gaming of other players is not allowed.
6. The story isn't exactly set, if you have an idea for a mission feel free to pm me the details and I'll try to work it in.
7. Copy the rules into a Hider in the "other" of your cs so I know you read them.
8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts.

Homebrew Rules

1. Point Buy - For this campaign we will use the point buy method to generate attributes, this gives everyone the ability to customize their characters, but ensures all players are on equal terms. In my eyes this makes it so no one person can excel at everything due to good rolls while another player feels useless due to bad rolls
2. Free Feat - All players receive a free feat at level 1 gives you the ability to take a lesser taken feat (such as mounted combatant) or a flavorful feat (Such as poisoner) without having to sacrifice part of your build path for it, or jump start your power gains up to you.
3. Brutal Crits - When a creature lands a critical hit (natural 20 on the die) you get max damage added to your rolls not 2 rolls. IE longsword crit goes from 2d8+mods to 1d8+8+mods. This rule applies to all dice rolled on the hit (so yes smites and sneak attacks count). Also this compounds with the bard ability for crits meaning they would get 1d8+16+mods starting at level 9.
4. Better Health Pots - Health pots will remain an action to use, but they will give you a set amount of hp instead of random. All healing pots will heal for the max possible amount. IE a healing potion will heal 10hp instead of 2d4+2.
5. Secret Spells - In the world of Drakkenheim, several powerful spells found in the Core Rules are significantly rarer than normal: astral
projection, gate, plane shift, simulacrum, true resurrection, and wish. Player characters must obtain knowledge of these spells in special ways
6. Personal Quests - Each character will have a personal quest. upon completion of that goal the character will receive either a +2 ASI or feat of the player's choosing. (List of Drakkenheim specific personal quests below)

Character Applications

The following will be a basic overview of your character from a rp standpoint, the actual statistical character sheets will be handled on DNDbeyond Please do not add your character to the campaign until after I approve your application.

Note: Holy spellcasters (Clerics, Paladins) and "Mageborn" Spellcasters (Bards, Sorcerers, Warlocks, Wizards) should take the time to open the Lore Dump section below and read about their particular place within the world.

Name: Self Explanatory
Race: Self Explanatory
Gender: Self Explanatory
Age: Self Explanatory
Appearance: Img or description (would prefer a little of both)
Bio: Your back story. Who are you? Where did you come from? (This is a little bit of a writing test so I would like to see about 3 paragraphs. That said you can leave open spaces for me to use. Were you separated from your family? Well lets not kill them off just yet I can take care of that in game.
Personal Goal: This will be your primary reason for coming to Drakkenheim. Your goal is yours to do with as you wish. In game you can keep this a secret form your fellow players until you wish to reveal it, or you can be very open about your goal.
Other: Any other info you may want to share.

Personal Quests

A character’s core motivation for adventuring in Drakkenheim is represented by their personal quest. This is a specific individual objective for player characters to achieve during the campaign, but players need not reveal their personal quest to each other. When a character completes their personal quest, they choose one of the following rewards:
-Ability Score Improvement. One ability score of your choice increases by 2, as does your maximum for that score.
-New Feat. You gain a bonus feat of your choice, subject to the GM’s approval.

Player characters may select from the quests below, or work with the Game Master to design one:


If you have made it this far thank you, I hope to see you in the ruins. The rest of this post will just be a big old lore dump and a list of campaign specific character backgrounds for those who wish to tie their characters more into the world of Drakkenheim.

I'm working on the ooc when I get the chance. Should have it up tonight or tomorrow.
@Skwint I'll allow all officially published stuff, as well as the bloodhunter.

@Vertigo see that's the great part of it though, they made this so sandbox and open ended that what they did in the live steam wo t happen unless you specifically make all the same decisions they did. As well as a bunch of new stuff the didn't have in the original steam
Double post* stupid phone....
@RBYDark the module has openings for level 1 or level 3 characters so depending on our players we can do either. As for light/dark I'll leave that up to the group, it's a very open ended campaign with the ability to fill in a lot of different character types. But again this will be a group decision as I don't want a lawful good pally vs the chaotic evil wizard of the group. Every character will have a reason to be in Drakkenheim and their personal goals may not align but I don't want constant fighting between the group over a good vs evil character.
DRAKKENHEIM IS NO MORE. An eldritch storm
of falling stars devastated the city on that woeful eve,
leaving behind a meteorite that would have lasting
effects. Fifteen years later, Drakkenheim is a dismal
urban wasteland contaminated by otherworldly magic and
haunted by hideous monsters. Fantastic wealth, lost knowledge,
and powerful artifacts lie ready for the taking by adventurers
brave or foolish enough to venture into the ruins. However, even
those who survive the dangers of Drakkenheim may not return
unmarked by its terrors!

The Dungeons of Drakkenheim is a 5e module set in the city of Drakkenheim. It is a dark fantasy setting with a bit of horror character survival isn't guaranteed given the monsters you will face along with a new contamination mechanic that can leave your character mutated for better or worse. If this sounds interesting I'd like to give it a play through.
Yukihira "Silver Wolf" Ogami




Race: Beastman (Wolf Demi-Human)

Gender: Male

Age: 37

Appearance:
Ogami is a 170cm tall wolf-like Demi-Human, He has bright orange eyes and silver and black hair is usually tied behind him in a man bun. Much of his athletic body is scared from his years of fighting and battle. But he carries himself well almost with fully proper posture and has somewhat of a regal aura about him.

Bio: Me? No I am not originally from the Grand Empire, in fact I was born, raised, and spent the majority of my life in Dragon's Maw. My family was well off, enough so for that I was able to receive a proper education. And more so than only book smarts as well. I was taught to be a warrior, and a damned good one at that. Good enough to catch the eye of Warlord Yukihira , yes that Warlord Yukihira. I was with him before his war, he was a good man back then.

As the war broke out I stood by his side, although I knew stories of the Dragon Emperor's wrath so I sent away my family early on. This gave me the piece of mind that they wouldn't get caught up in the mess of the war. It was a long war and kept me away from my family for quite some time. But as the end came to a close Warlord Yukihira released me from his service and told me to venture to the Grand Empire to reunite with my family. He was killed not long after I left.

Since then I have been here searching for my family, took on a job as a merc for a while, they pay was passable, but to many contracts went sour for my taste. Leaving that behind I joined the adventurer's guild about 6 months ago, wasn't to hard to work my way up to Copper. Still looking for any clue to where my family may be.

Personality quirks:
I have a strong code of honor or sense of propriety that others don’t comprehend.
I begin or end my day with small traditional rituals that are unfamiliar to those around me.

Personal Goal:
I hope to one day be reunited with my family

Bonds:
Yukihira Aurora/ Yukihira Nikita - Ogami's wife (a Fox-like Demi-Huma and Daughter (a Wolf-like Demi-Human) they have been apart for 7 years and it has been 2 years since he had heard from them.
Mitsuhide - Mitsuhide (Bear-like Demi-Human) is one of Okumi's most trusted retainers entrusted with the care of Ogami's family when they were sent to the Grand Empire
Gaul - A half Dragon Warrior under the Dragon Empire. During the Civil War Ogami and Gaul crossed blades many times but were never able to finish the other off.

Equipment: An ornate suit of Red Dragon Scale mail armor, A Katana passed down his family line for generations, Adventurer's pack, 10 day's worth of rations.

Skills/Abilities:
Favored Foe - I am able to turn my focus to a single opponent increasing my effectivity against them
Blind fighting - After some extreme conditioning I am able to sense what's around me allowing me to fight even when blinded
Peddle Swarm - using a trace amount of wind and earth magic Ogami creates a swarm of cherry blossoms that he can use to augment his attacks in various ways.

Magic:
Zephyr Strike - Tapping into his Wind Magic Ogami can move like the wind avoiding attacks and speeding up his own blade almost ensuring to connect with his blow
Goodberry - drinking deep from nature's bounty Ogami is able to bless a handful of berries. Making even a single berry nutritious enough to sustain a person for a day
Cure Wounds - Pulling from Nature's bounty Ogami can heal minor wounds

Other:
Since coming to the Grand Empire Ogami has gone by "Silver Wolf" in an attempt to hide his own identity from any assassins the Dragon Emperor might send to eliminate the Yukihira blood line for good.
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