Name: Chesed (Ches) Galanodel Race: Wood Elf Faction/Unit: Brand's Brood Location: The Nightwood, resting in a bower of her own making. Synopsis of Role: A roving elven druid fond of conversing with elemental creatures and shapeshifting, raised by Brand following the death of her parents at the hands of an infamous necromancer.
I'm curious to see how short-form CSes work out, but I have high hopes!
Name: Ches Race: (Wood) Elf Faction/Unit: Brand's Brood Location: (Recently returned to) Nightwood Synopsis of Role: An elven druid raised by Brand following the death of her parents at the hands of an infamous necromancer.
Name: Samantha "Sam" Maczek Age: 25 Gender: Female Race: Human Sub-Class:Half-something, Sam's true heritage is a matter of great mystery, even to Sam herself, but her peculiar arcane abilities suggest that at least a few of her ancestors were extraplanar creatures.
Description: Sam is remarkably average in stature and has the lithe, but gentle build of someone who spends enough of the day in motion without worrying too much about her shape. She has a mess of shoulder length hair, that ignores any and all of her whims, which she keeps permanently dyed a perfect shade of dark blue and grey eyes that almost always seem to dance with mischief. Her soft lips are kept painted a pale shade of blue and like her eyes, they are only infrequently engaged in any expression other than mirthful roguishness. Her skin is pale and unmarked, save for a number of tasteful tattoos that travel across her body, some readily apparent unless she is dressed for winter and others hidden outside all but the most private of moments.
Sam carries herself like a proper rogue, showing little in the way of fear, seriousness or threat, but rather, exuding an air of calm and playful charm. If pressed and beyond escape through charm, wit, or trickery then Sam is likely to simply flee, very quickly and very far.
Modest in dress, Sam wears t-shirts, preferably black, ideally marked with something rebellious and offensive, and plain black jeans. On rare occasions she has been known to wear a skirt or dress, but she tends to reserve that for only the most special of occasions, remarking that pockets are too valuable to pass up on. Following in the footsteps of her psychedelic idols, she also sports a pair of dark teashade sunglasses. When the weather permits it Sam tends to wear a vintage Type A-2 leather flight jacket, seal in color, lined with cotton to keep her warm on cold nights, and a fashionable pair of black combat boots.
September 2011, In A Lost Corner of Brooklyn
"Right here, Brooklyn born and raised," Sam replied, unable to hide a small measure of pride from entering her voice.
"Your family girl, what of them?"
"They're just an unremarkable collection of middling wizards, my dad's a plumber and mom's an elementary school teacher."
"I see, how disappointing," the old man standing in front of her said, making no effort to hide his frown. "Then how did you acquire your gift? Few manage to pass through planes at will...much less some humdrum peasant girl."
"I don't know," Sam replied, staring daggers at the snobbish wizard. "I just know what to do."
"How quaint," Asiajuk muttered, gently stroking his very wizardly beard, "But magic works in strange ways."
"You can say that again..."
"Enough pleasantries, what favor do you seek from me?"
"Will you teach me?"
Asiajuk, ancient as he was laughed loudly, but then paused and Sam could feel a sudden burst of magic leave the frail old man and envelope her, "Fate smiles upon you, young Sammantha-"
"Sam," Asiajuk corrected with a slight sigh of irritation, "This once, I will make an exception, you will be my student, low-borne as you may be."
"Great," Sam said unable to keep from rolling her eyes.
"Don't sound so excited, girl, I am a harsh teacher and you have much to learn."
Late Night, Goblin Market, Loom, France "A troll shaman, an extraplanar wizard, an ancient lich, and a human walk into a bar...stop me if you've heard this one, boys," Sam said, managing to finish what little remained of the scotch in her glass.
"Is she...Is she drunk?" The large suit wearing troll sitting across from Sam asked incredulously, anger at the tip of his voice.
Sam could feel the ancient sorceror stare into very fibers of her beings, his cold, undead magic touching the very edges of her soul. "Yes," the lich, Nikomedes, disinterestedly intoned. "Yes, she is."
"Well, you were buying so-" Sam began, lazily waving a hand as she spoke.
"Do you think we brought you here to make a fool out of-"
"Calm yourself, Mr. Miller, the girl was Asiajuk's student, and like him, she is one who can travel to the next world and return," Nikomedes replied, his voice unwavering in its boredom. "Whether she is sober or not should matter little for the purposes of your present venture."
"We will take your word for it, Nikomedes," Mr. Abbot, the only full human at the table, gracefully answered.
Feeling decidely ungenerous, Sam however was not in the mood for diplomacy,"Boys, if you think that I can't do the job, then you're free to find someone else. I don't need you, I don't need this job, and I don't need some asshole troll who thinks he can tell me when to stop drinking. The only reason we're all sitting here all nice and friendly is because good ol' Nikomedes here told me you'd pay me extra for my troubles."
Mr. Abbot raised his hands, forestalling further interruptions from the his troll companion,"We must retrieve an item of ours, stolen by vile usurpers, as such, we require you to transport a few of our most carefully selected friends, to and from the location specified to you in our letter."
"We call that a smash and grab, but sure, whatever, that won't be a problem, just give me enough time to prepare the doors."
"There may be interlopers," Abbot continued, smiling softly, "So we suggest you acquire adequation protection, our friends will be occupied enough as it is."
"I know just the woman for the job, she's a bargain deal," Sam replied with a grin, waving at the bartender for another drink. "What do you think Nick, figure Zee is looking for some quick work?"
"Now...about the payment."
"We have several items of great value which we think might interest you," the troll interjected.
"No, that's not the way this works," Sam said casting an angry look at the lich, "Nikomedes should have told you, I don't want magical trinkets, just good old American dollar."
"You heard me, big man, money with the faces of old dead white men on it. That's all I'm accepting today. Send it to Nikomedes's account, he knows where to send it after that. Half now, half when the job's done. If you don't pay, then I'll pass on your debt on to someone who can collect."
"That is acceptable to us," Mr. Abbot replied, placing a hand on his large friend's shoulder, and offering the cold smile of a practiced bureaucrat.
"Now boys," Sam said, rising to her feet unsteadily, before bowing theatrically, "I've got more pressing matters to attend to...and a pretty witch to bed."
Early Morning, Entertainment District, Loom, France
"So, you open doors between the planes of existence?"
"Yes," Sam said, resting a hand lightly on the other woman's neck. She was uncertain in what room her clothes had ended up, but at the moment she had no inclination of getting out of her new friend's bed. "And you heal people with magic?"
"Oui," the witch playfully replied, a spark of warm magic dancing from her fingertips to Sam's cheek. "I've never heard of an extraplanar wizard before, you've got quite the rare gift, no? Who taught you?"
"No one, I taught myself."
"Oh, Sam, don't be coy," the young witch said, nestling closer to Sam despite the sizable bed they shared. "Surely you had a teacher?"
"For a while...sure, I did."
"Who? And what do you mean?"
"Asiajuk...Asiajuk the Great, Asiajuk the Powerful, Asiajuk the Planewalker, the list goes on...he collected a lot of fancy names and titles."
"Nothing, I left, I didn't need some pervy old man telling me what to do, babbling about some laws he thought mattered, forcing me to organize decades worth of useless notes...do you know how creepy old wizards are?"
"So, naturally, you became a thief," Jeanne said laughing as she brushed stray hairs away from Sam's face.
"Naturally, what else does one do when one can teleport across the dimensions?"
"Why'd you stop?"
"Well, people seem to get rather angry when you steal their things, particularly their ancient and very rare magical things."
"Now, I'm just the transporter, just another very humble service provider like yourself, asking as few questions as possible."
- You're A Dimensional Doorkeeper, Sam: Sam can summon or more accurately open a multitude of doors that exist between the varying planes of existence, allowing her to teleport herself and a small number of other entities or objects across dimensions. Although this ability comes naturally to Sam, as easily as breathing, the amount of essence required for her to transverse the dimensional planes increases exponentially as the distance and wards in place to keep out trespassers like herself increases. When rushed, when given substandard information or when under the effects of any number of drugs, Sam cannot guarantee that she or her party will not arrive off-target. The strange portals she discovers or more accurately creates are long-lost gateways far beyond the comprehension and memory of even the most ancient and powerful of beings, permitting Sam to offer very discrete transportation of both people and goods. While Sam's master occasionally spoke of banishing entities to entirely different planes of existence, Sam has yet to even attempt to use her ability offensively, preferring instead to flee at the first sign of trouble. Over-use of her planewalking talents or pushing herself past her natural limits usually leaves Sam with a terrible nose-bleed at a minimum and at worst it's likely that she will cause serious harm or death to herself or those she is ferrying across the dimensions.
- Phasing Through Walls Using Ethereal Doors: Sam can create ethereal passages through wood, stone, or other inert materials. Offering the perfect entry or escape route in times of great haste and usually trouble. These passages are invisible and inaccessible to all creatures except Sam. She can bring other creatures through the passage with her, but only if she is touching them. Sam disappears when she enters the ethereal passage and reappears when she exits. Certain spells may reveal the presence of one of these ethereal doors, however it will not allow it to be used by anyone but Sam. If Sam is within the passage and it is dispelled, she will simply be harmlessly ejected. Given enough time, Sam can set a triggering condition for an ethereal passage, allowing others to use it, but only based on some observable action or quality of the person. The amount of essence required to create these "Phase Doors" as Sam calls them depends on the thickness of the material and if any wards are present on either side of an obstacle. Using a vast store of essence and plenty of time, it is also possible for Sam to make one of these ethereal doors permanent, but she rarely has the inclination or opportunity to create such passages.
- Freedom of Movement: Sam is unaffected by spells that would directly hamper her freedom of movement (e.g., a spell that paralyzes the target would do nothing to her, but a wall of rock summoned from the earth in front of her would present a major problem).
- Swift Retreat: By expending small amounts of essence, Sam can move at speeds well above that of a normal human being, an exceedingly useful talent when a quick escape is called for.
- Arcane Compass: Sam possess what she describes as an internal "arcane compass" that subtly allows her to sense the direction of an object, a person, or a place. Sam uses this ability to navigate the strange arcane web-ways of existence and when neccesary to discover the location of her passengers or cargo.
- Autodidact Mage: Unlike a great number of mages in the modern era, Sam is largely self-taught, having quickly discovered that the ways of the School of Maga-Arcane or ancient, curmudgeon wizards were not hers to follow. Instead of formal training, Sam relies on her natural affinity for magic and a willingness to disregard all the rules and safeguards of formal magic to empower her spellcasting.
- Shadowy Contractor: Sam maintains a number of discrete connections with all manner of mundane and magical beings and organizations across all sides of the law. Possessing a very mercenary mentality, she prefers to avoid any moral considerations regarding the actions or goals of her employers and simply aims to complete any job she has been paid for with as little fuss as possible.
- The Ever-Shifting Room: Sam is the current owner, although she would not characterize it as such, and resident of a room that she has playfully named the Ever-Shifting Room. Uncertain in origin or date, the room is far older than the young wizard by several orders of magnitude and as far as Sam can tell it exists well beyond the veil of the phsyical world. Past a puzzling but welcoming door, clearly not created by human hands, lies a sizable and cozy room. Unremarkable at a first glance, both the room and door are constantly changing. Furniture, clearly not always intended for human usage, appears from the ether, mysterious books full of long-lost secrets fill equally novel bookshelves, and beautiful paintings that dazzle with magic materialize on the walls. Most importantly for Sam, within a simple metal kettle, inscribed with the name of a powerful and long dead wizard, resides a seemingly endless supply of rare and varied teas that are always kept at the perfect temperature. The only other constants in the room are a large black couch that appears to be perpetually covered with a warm blanket and a single pillow, rumored to be the softest in all of existance. An astute observer might surmise that it is here that Sam sleeps most nights. Neither the room nor the door leading to it remain in one place for very long and at any given moment only Sam knows where either of them can be found.
- Handmade Notebook: Keen to avoid leaving a digital footprint (or at least a sizable one), Sam carries a small, handbound notebook on her person. Anyone casting a quick glance at the pages of the notebook would discover that it is written in a strange, seemingly indecipherable shorthand, likely known only to Sam herself.
- Pen: Sam keeps an antique pen, of exquisite make, on herself at all times. There is nothing magical or special about the pen, apart from the exceptional quality of it.
Yes there is still space, and pitch your idea's concept. Mostly because travel can range from time travel (which is off the table) to actual physical travel. As with any huge magic, the greater the distance the more power and Essence from the user or other sources is required to perform.
Time travel is far too complicated for me to do it justice in writing, so I'm interested purely in physical travel.
Cost being multiplied by distance would seem to be a simple way to prevent anything far too silly from occurring.
Character Concept: Sam, commonly known as the Planewalker (she claims to have had a much cooler name, until some bald guy stole her thunder with a series of awful movies about an unnamed transporter), is an independent contractor, plying her trade by offering the most discreet means of transportation possible...teleportation. She has few scruples regarding who her current client is, provided they follow a simple rule: "half now, half upon arrival at your destination". A big fan of her own work, Sam claims that she can get past any physical barriers or magical wards (but she is quick to mention that the greater the difficulty and haste required to complete a job, the more astronomical the price demanded for her services).
Summarized powers (sorry for the very quick notes format, but it is late and sleep beckons).
Freedom of Movement: Sam is unaffected by spells that would directly hamper her freedom of movement (e.g., a spell that paralyzes would do nothing to her, but a wall of rock summoned from the earth in front of her would be a problem).
Longstrider: Sam moves at a rapid pace, taking steps that seem far beyond her stature and moving a speed of movement one hardly expects from a human being. When fueled by sufficient qualities of tea, she hardly appears winded even after the longest and quickest of marches.
Sense of Direction: Sam has a remarkable ability to locate objects (can sense the direction toward object/creature/person/etc., essentially think of it as a compass).
Dimensional Doors: Sam can open or rather summon dimensional doors, allowing her to teleport distances across distances both short and long (with increasing cost as the distance or wards to a place increase). Sam jokes that she can get into the most well-guarded and well-warded of place, provided so long as the price is right.
Teleportation: When absolutely required (usually for her own safety or that of a client), Sam can instantly transports herself and a few others over a great distance (at a great toll to herself and/or potentially someone else in her vicinity...Sam calls this person an "unwilling sacrifice"). There is a range limit to this ability however and given the rushed nature, Sam cannot guarantee that she or her party will not arrive off-target. It is possible that Sam could use this ability offensively, by teleporting a foe away from her (or worse yet, by banish the subject of her spell to another plane of existence), but given that it's much easier to simply teleport herself, Sam rarely if ever chooses to fight rather than flee.
Find the Path: Using her magic can also discover the most direct way to a location, allowing her to plan out her routes.
Greater Teleportation: Given time to prepare and an ample supply of arcane energy (or sacrifices), Sam can teleport herself and a few other entities across an almost limitless distance and with pinpoint precision (however this is both very tiring, expensive from an arcane point of view, and difficult...which translates to it being an option for only the most wealthy and powerful of clients).
Phase Door: A fan of trickery, Sam can creates invisible passages through inert materials like wood or stone (and even arcane wards given time/focus) allowing for very convenient entrances or exits.
Planewalker: Sam can project herself and her companions onto the astral planes of existence, so heaven, hell, and everywhere in between. This is useful when trying to arrive at a location without being followed or when discretion is the best choice of action (as it more often than not is for Sam).
Beyond an ancient looking door lies a mysterious room that never stays in the same place for long. In a constant state of flux, nothing about the door or the room remains the same for very long, though all who have seen past the heavy door remark that it is a lovely room, with a most tasteful decor, exceedingly comfortable furniture, and a seemingly endless supply of varied and rare sorts of tea.
A frequently reoccurring couch in the room is perpetually covered with a blanket and graced with a single pillow (rumored to be the softest in all of existence) and it can be surmised that Sam sleeps there.
Only Sam knows where this room or the door leading to it can be found at any given moment.
I have come here, predictably in search of some sublime RPs. In short, I seek stories that tell wonderful tales (ideally science fiction or fantasy) that support the development of interesting characters.