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There you have it. Finally finished this:

Mao
"Very well, then. I have an idea of where they might be keeping the most valuable items, but that's also where their best guards will be. Just like the others, I can't promise that I'll not take their life if necessary. It's very likely that we are going to face samurai contractors; they are too obstinate to be taken alive," Mao said, replying to the much more considerate plan proposed by Donovan.

Before they departed, he walked up to Chenlu. He didn't have the intention of stopping her, if she wanted to be a part of this, but there were certain precautions that they needed to take in order to ensure their own safety before anything else. "Here, you'll need this," Mao said in English, handing her a handful of the cable ties that he bought earlier and keeping the rest for himself. "If anything happens, call me right away. And, if you find anyone that you suspect to have ties with Hong Kong, don't let them live. We cannot take the risk of being tracked," he added, speaking in their home language.

Minami's family probably moved out when that criminal take over happened and then, moved back in again.
I don't see any reason for Minami to not be from the city.
• 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.

Hola, is there still room in this? Got an idea for an orc bard I want to try.


Orcs aren't even on the list of playable races.

Name: Kirsi Eirisphere
Age: 17
Gender: Female
Personality: Kirsi could be considered a bit eccentric if it wasn’t for the fact that all mages are eccentric in their own ways already. She’s energetic and happy-go-lucky, almost a goofball when it comes to her outward personality. However, her values are warped to the point that she’s completely ok with cursing people in horrible ways and literally grafting their souls to the dolls that she uses her familiars. That said, Kirsi isn’t an evil person, she won’t go out of her way to hurt others unless it’s absolutely necessary.
Appearance:
Skills: Aside from magecraft related stuff, Kirsi's only noteworthy skill is sewing which she does not only because her magic demands it but hobby that she caught over the years.
Abilities: As a traditionally schooled magus, Kirsi has all of the basics covered, with a knowledge of general magecraft, with an expertise in curses (especially the ever-popular Gandr) and bounded fields.

Her family's signature magecraft is soul transference and spirit binding. Kirsi employs it in an unorthodox manner; binding wraiths to mystic codes shaped like plush dolls (particularly damaged-looking teddy bears) that she carries around as key chains. With a minimal infusion of magical energy, the dolls are turned back to their normal size and do Kirsi's bidding. They attack with vicious claws and fangs that carry curses from the vengeful spirits.

In addition to her plushies, Kirsi has a sewing kit mystic code that has been passed down her family for generations, which she carries around in a pouch the whole time. It's collection a tools specialized for the creation of other mystic codes, but since they also carries a considerable number of curses of their own, they can be to fight other magi if need be. The most important items in the kit are a bundle of thread made from an ancient witch's hair, a set of needles made from narwhal tusks, and a pair of scissors whose blades are rumored to made from the shards of a demonic sword.

Lastly, as per the Eirisphere family tradition, Kirsi doesn’t have a proper Crest like most orthodox magi. Instead she carries the whole history of her family’s magecraft in a special, partially-autonomous puppet that contains not only their accumulated knowledge but also the very spirits of her ancestors. Originally, this special variation of a Family Crest used to take the form of a throne, but Kirsi used her weird genius to turn it into its current form. Any magus other than the chosen heir of their bloodline that tries to use the knowledge embedded in the Eirisphere’s crest will end up experiencing the worst curses that they have at their disposal.
Brief Backstory: Kirsi is the latest heiress of the Eirisphere family; a not particularly ancient magus bloodline, having between two and three hundred years of magecraft practice. Their household is located in the lands under the jurisdiction of the Edelfelts, even though they remain mostly independent as long as they can keep honoring their leasing contract.

While Kirsi is the most brilliant individual to be born in her family to this day, her quirkiness was a massive source of worries for her father. It was in fact one big surprise for everyone, including Kirisi, when she received the command seals that meant that she would have a chance to participate at the infamous ritual known as the Holy Grail War.

I'll give this a proper read later today or over the weekend. I just figured that I should post here sooner rather than later.
The day of Judgemment, huh?
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