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    1. Guilty Spark 12 yrs ago
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@Letter Bee Can the ritual circle for a summoning be crafted with imagination magic?

@Letter Bee Where would you like us to submit our sheets? In the Character tab, or do you want them put here for approval?
@Vash ... oh.

Should I move mine?
Making my character now.




The Mystic





Name: Tahira Misra

Title: Disciple of the Outlander, Mystic of the Valishul

Age: Mysterious

Gender: Female

Armor: Scale-Cuirass

Clothing: Hooded robes of varying lengths, colors and styles and sturdy leather sandals.

Weapons: A Kukri, which she keeps sheathed on her lower back, and her magic constructs.

Miscellaneous Items:
  • Sacred Dyes: Although she has run out of Gurkara sap, she still performs the rites over more conventional dyes which she uses in their place when marking her skin.
  • Whetstone: For sharpening her kukri, a ritual dagger among her people.
  • Medicinal Herbs: Used for making ointments and balms for a variety of purposes.
  • Rations: A weeks worth of food for her and her companion... he does most of the carrying.


Biography:

On the fringes of Helsath, to the south and east, there is a great desert which only the well-prepared can survive the crossing of. Beyond this desert dwell the Valishul tribes, on a chain of islands strung along the coast. These islands are known as the Sand’s Teeth, and they boast an exotic and twisted landscape compared to the rest of the continent. Born the daughter of a Valishul tribal shaman, Tahira’s childhood was spent learning her people’s hidden ways. The most important of these was the reading of the stars, the Outlander’s sacred language through which the Valishul believe the past, present and future are all unveiled.

When she came of age she learned the rituals to prepare the fruit of the Gurkara, a tree native to their isles with unique properties. When consumed properly, it enhances the strength of the Valishul warriors, but if it is eaten without being prepared by a shaman then its effects are fatal. After centuries of religious consumption, the Valishul have become capable of surreal feats of strength, even unaided. It is said that a warrior of their tribes can split a bronze-sheeted shield with a kick, or snap the haft of a spear in his hands. The sap of the Gurkara tree is also used to mix sacred dyes. Using the dyes, Valishul tribesman paint the paths of their tribe’s stars along their bodies. For each tribe, the meaning is different, and Tahira learned the secrets of all of them.

As she grew older her magic began to manifest, something that wasn’t unheard of among shamans of the Valishul. Despite the connections to the Outlander which pervade their myths, the tribes did not understand magic. The elders did not know whether to accept it as a gift, or destroy it as a perversion, and so instead of choosing either they sent those who manifested magical abilities out into the world to seek an answer to their question. Was this the Outlander’s will? Out of the dozen or so magic users who had been born in the last few hundred years, none had returned to the Valishul tribes after their pilgrimage. Tahira intends to be the first.

She survived the journey across the Great Ajanak Desert, and made a companion out of one of the vicious and cunning Kjolun apes which dominate the desert cliffs. It was the runt of a littler and had been cast out from its nest, but through some kinship Tahira chose to save it, and nursed it to health with the last of the prepared Gurkara she had brought from the isles. Although he was once small enough to sit on her shoulder, over the years since she left the Sand’s Teeth he has grown several heads taller than her and she sometimes finds herself sitting on his shoulders now.

The closer she got to the hub of the continent, Lenaya, the more she learned of the Holy Church of the Outlander, a supposed den of warlocks and demons to some, or heretics to others. Yet they boasted abilities not unlike her own, so she chose to approach them. The Church of the Outlander worshiped the comet just as devotedly as the Valishul did, and they seemed to believe the power of magic was granted to them by the Outlander. Among their ranks, she discovered several of the Valishul shamans who had disappeared, commanding fire and lightning with their will and determination, and imbuing items with power.

It seemed she had found her people, but had she found the answer? She could not know, so she learned of their holy scriptures, becoming a Disciple of the Outlander as the other shamans had, but it was there she stopped. Traveling the land with her companion, she spreads knowledge of the Outlander wither her own Valishul twists on its meaning, and seeks those who know more about these powers than the humans. On her journey across the continent, she came across a flyer seeking brave souls to cross the land bridge on a quest for gold. Although she has little interest in wealth, the description of the city’s protectors caught her attention and she seeks to track down these Black Wardens for herself.

Extra:
  • Since she went years before receiving magical instruction from the Church, Tahira has a unique magical skill that she developed on her own. Through a form of telekinesis magic, she can manifest constructs which mirror her people's ancestral weapons. Although they require concentration to maintain, she can even pass these to other people temporarily.
  • Valishul myths say that the Outlander's arrival, thousands of years ago, heralded the end of a war that brought their people to the bring of annihilation. They have spent all the time since preparing to resume the war when the Outlander leaves them. These "Black Wardens" match the description of the shadowed titans of their oldest legends.








Species: Desert Kjolun

Name: Galal

Age: 5-6 Yrs.

Equipment: A knapsack in which he carries Tahira's things, a few shiny baubles Tahira strung along his belt (because he liked them), and a battered club.
I'll give it another read tonight.
@RainbowLemonade Get too bold with your assassinations and nobody will trust prostitutes. I actually presumed there would be prostitutes in my information broker's guild, since men can be talkative when drunk and in the right company.
@Letter Bee Hmmm, I meant more of what can you (or can't you) summon.

Edit: Got to Aisha II, I got the gist now.
@Letter Bee This is interesting. Can you tell me what you envision for summoning magic?
@Dungeon Blaster

Guild Name: The Wayfarer’s Guild

Guild Mark: None

Guild Type: Spy's Guild/Information Brokers

Guild's Location: New Village, though few in the guild know this.

Guild's Aims: The dissemination of information, for the right price.

Guild Master: Namal Inthus, though few in the guild know this.




Guild: Wayfarer’s Guild

Primary Alias: Ariston Kalas.

Age: Unknown (Forties)
Gender: Male
Race: Human

Physical Description: Ariston has many faces crafted from the expert application of expensive makeup and related products. These different faces range in apparent age from the thirties to the sixties, and range in physical features widely. While someone of particularly sharp gaze may pierce the disguise, if you do not know what to look for he can walk right by you or even hold a conversation without you noticing. Unaided, he is 5’9” at his tallest, but can disguise his height rather effectively with the limp of a cripple or hunched back of a worn out elder. He remains lean, roughly 150 lbs. because it is easier to appear bulkier than you are than it is thinner.

Skillset:
  • Master of Disguise: Through years of practice and connections to various exotic merchants, Ariston has learned to disguise more than just his physical appearance. Everything from his voice to his personality can be changed at the drop of a hat if need be.
  • Smooth Talker: Ariston has talked his way out of so many hairy situations it would be difficult for him to not have an excuse on hand.
  • Unarmed Combat: Put a sword in Ariston’s hands and he’ll make a fool of himself, but take it away and he’ll shatter your knee, collapse your throat, or simply pin you. He may be out of his weight class, but he’s a wily fighter who knows how to find the right leverage to bring you to the ground and keep you there.
  • Quiet: Self-explanatory. Ariston’s life has depended on moving silently more than once, and he’s still alive.


History:
Ariston’s history is enigmatic to everyone but himself. He ran away from home as a boy, choosing to be raised by the streets of Fenstone rather than his own father. The man wasn’t abusive, he was simply impoverished, the result of trying to live an honest life in a dishonest town. Ariston thought life on the streets, following know rules but his own, would be easier. He tried being a cutpurse, but his infringing on guild territories nearly led to his death on more than one occasion, and he had to fight bullies to keep what he did manage to steal. It was this fighting that started him on the path of unarmed combat, without any advantages on his side he realized he needed to fight smarter than his opponent to survive.

Eventually his persistence earned him invitations to thieves’ guilds when he was twelve. In the thieves’ guild everything was different. There were cuts, demands, and a pecking order. It no longer felt like he in charge of himself, but if he did good he ate well and it was comforting knowing there were people on his side, even if he had to sleep with one eye open. He stayed with the guild for a few years, until there was an incident. During a raid on a wealthy merchant’s warehouse, they were discovered by the merchant’s hired swords. Everyone made it out except for Ariston, who was clubbed and captured. When the merchant threatened him with death, he ratted out his own guild and the mercenaries raided their hideout incurring severe casualties for the thieves. This was Ariston’s first taste of the power of information. Knowing what happened to rats, the merchant let Ariston go.

Ariston realized the gravity of his mistake when he was nearly cornered by a couple of guild thugs. He escaped with a stab wound right through the meat of his arm, but he did escape. Everyone knew his face, and nobody trusted him. His attempts to join another guild were met with refusal at best, and violence at worst. He knew that in Fenstone nobody survives with a target on their back, so he changed his face. It was his first experience with disguises, and while they were crude to begin with, they slowly improved until after a few years nobody could tell the difference. Although he had returned to the good graces of the guilds as a new man, he was no longer satisfied with thievery and assassination wasn’t his cup of tea. After a few years of building ideas and establishing discreet connections, he founded the Wayfarer’s Guild.

The Wayfarer’s Guild was a slowly spreading network designed to encroach on all areas of Fenstone. Their goal was to disseminate information to the guilds, and even the merchants. Little escapes the attention of their network, whether it is a raid by the city guard, a new shipment of exotic valuables, or an impending assassination attempt. The Guild’s largest shortcoming is that’s its network is too expansive for anyone to truly control, but this also makes it very difficult to pin down. To receive information from the guild, you need to know one of its members, but these could be anyone. A merchant, a thief and assassin, or day laborer could all have ties to the guild. The safest bet for someone looking for the guild is to ask someone affiliated with the underworld, they’ll refer you to a broker who can accept payment and retrieve the information you seek.

Under certain aliases, Ariston still holds positions of significance within the guild, but otherwise he has let it grow beyond the control of any one man, even though his subordinate Namal Inthus is its official head. Ariston has achieved exactly what he wanted, prosperity and comfort. In reality, he has enough wealth stashed away to retire comfortably, but where is the fun in that? He prefers to move around the city, playing many roles from beggar to inn keeper when it suits him.

Psychological Profile:
Devious and curious, Ariston gets his thrills from every person who passes him by without recognizing him, and from every secret he uncovers. He likes the money, but more than that he likes the challenge. Twenty years with his life on the line, and it is still thrilling to him. Although the arrival of the Prince has cost the Wayfarer’s Guild lives, Ariston is pleased by the development. The game has just gotten more interesting, and more dangerous.

Equipment: (Only what he carries on his person)

  • A half-eaten loaf of bread.
  • Two nondescript iron keys.
  • Ragged garments.
  • A leather coin-purse with a handful of the lowest denomination of coin in it.
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