Eluvan Steel Daggers hilted with a hide of the now supposedly extinct unicorns, embedded with a prism crystal to help her control her Druid magic.
Alignment:
Neutral Good
Likes:
Basically, all things in nature from flora to fauna.
A good bottle of wine and a nice snack board.
Music
Sketching
Sweets
Dislikes:
Nobility, specifically her step-mother
Needless destruction of nature
Corsets
Heels
Being forced into a situation out of her control
Backstory:
Amarysah grew up within a noble household being the illegitimate heir to the Snowden family. Her father, Grand Duke Viktor, was never able to produce an heir with his wife, Lady Alexandra. When her mother, Gwenth, his Elven lover, gave birth to Amarysah, she was taken away at birth. Amarysah’s mother was the Snowdens' personal herbalist and apothecary. Mari was raised under her stepmother's care, believing that her stepmother was her biological mother since her. They lived in the Capital, on one of the various wide-open estates for nobles called Thign Manor. The Snowdens were rumored to be the first noble family in Vradia, an older bloodline than the first settlers of the area. They prided themselves on being strong mentally, magically, and physically.
Born on the spring equinox, Amarysah’s birth was a rather easy one, except for the fact, she was ripped away from her mother's arms. Her magic began to surface for the first time when she was just six years old and shapeshifted after getting angry with a fellow noble boy. Ever since then, she had been kept within the manor walls to teach her how to control her abilities. Originally, Amarysah would have attended boarding school in her teen years like the rest of her family, but her family opted to hire the best tutors available to come and teach Mari personally.
When she turned fifteen, her stepmother fell miraculously pregnant and began the endless torture. Lady Alexandra treated Mari like she was nothing more than a useless stray cat, someone she could kick around and couldn't fight back. With her father traveling all the time for work and not knowing her biological mother, Amarysah was left to believe that her own mother hated her existence. That was until one day when Lady Alexandra snapped and told her that Mari was a mistake, that she was glad that Gwenth had caught that awful cold and died, and Amarysah didn't have anyone who loved her. Mari snapped and attacked Alexandra, her claws managed to swipe against the lady's pristine complexion. She quickly escaped the only home she knew.
Since then, Amarysah learned that her biological mother had been a beloved apothecary of the Obsidian Crows and worked for many nobles and the lower class alike. She was allowed access to her mother's business, which had been on the brink of closing since her passing. Mari learned everything she could about her mother through her mother's business partner, Fronk Stormbreaker, an Orc shadow paladin. She discovered that she had an affinity for elemental magic when she was on a job with the rest of her trainee group one day, although being older when she discovered it, she has little control over it.
Personal Characteristics:
Personality traits go here. Also, what are your character's ideals? Their bonds? Their flaws?
Amarysah keeps to herself mostly, she is quite happy to observe the world from a distance. Those that she does manage to form relationships with, she protects fiercely.
Amarysah never takes the conventional route and prefers to explore life from off the beaten track, relying heavily on her instincts and powers of observation to guide it through the world. She has an air of indifference and the need for privacy keeps her on the outskirts of society, but her desire for comfort and pampering always brings it back.
When someone wrongs Amarysah, she makes it her business to even the score. With superb patience, Amarysah might even wait years for the right moment, and when the occasion comes to strike, she gathers all her forces and attacks. In the face of a ferocious display of magic and power from her shifter form, she surprises victims have little choice but to flee or die.
Amarysah’s main goal is to find somewhere that can feel like home. She wants to find those that are like family but struggles with trusting others. Mari enjoys animals and plants, and with her experiences being a mercenary, would rather be with them rather than with people sometimes. If granted, she would love to have a whole farm of animals to protect and raise.
Allies?
Her mother, who has already passed.
Fronk Stormbreaker, her mentor within the Obsidian Crows.
Enemies?
Her stepmother, Lady Alexandra, and a few rival mercenaries now and then, with her sass.
Are they a part of an organization?
Yes, she is a part of the Obsidian Crows, a Thieves' Guild in the Capital. She is known as Shadow Phoenix within the guild.
Extra Information:
Mari's Equipment List: - Her Nature Journals - Her pack of charcoal - Her Alchemist Set to craft potions - A lute - A lyre - Her camping pack of essentials - A small box of bonbons
Skills and Abilities:
Abilities:
You must have three abilities, and give a short description of each ability. They should pertain to the class that you have chosen for your character.
Control Elements- Being a Druid, Amarysah can control the four basic elements. She is currently working on controlling sub-elements like light and electricity.
Animal Shift- Amarysah can attempt to shift into practically any animal she’s ever encountered to use on the battlefield.
Healing Word- Mari can heal someone with her words of magic.
What are the drawbacks of those abilities?
Can Lose Her Humanity- The more time she spends in her animal form, the more she begins to act like that creature. For example, if she spends more than a few days in her leopard form, she will growl or hiss at others when upset or purr when happy.
Things Can Go Spark, Boom!- While she can create electricity, just like in nature, all elements are unpredictable and can malfunction from time to time.
Not A Certified Doctor…Yet- She has to concentrate when healing, whether it’s with her magic or potions, and currently can only work on minor wounds.
Skills:
A minimum of three basic skills that your character contributes to the group, with a short description. What can they do OUTSIDE of their abilities to help further the group?
Survival- While she has joined the Obsidian Crows, mainly to obtain jobs, Mari had to learn quite quickly how to survive in the streets and out in the wilds.
Charisma- Due to the years of upbringing by her stepmother, Mari was forced to learn the ways of a noblewoman. That means the art of talking people down off their high horse. Sometimes literally.
Dexerity- She has the strides and agility of many graceful animals, including that of big predator cats.
Vradia is a diverse land of people and countless opportunities for adventures. A world of great design filled with warriors, mages, alchemists, rogues, royalty, and villains. Together we can build a unique experience to allow various stories to play out. Vradia was once a continent divided into kingdoms but was brought together under the First Emperor about five millennia ago known as the Unification War. There are five major regions of Vradia: Sands of Regand, Ellegaz Plains, Evergreen Forest, Western Rife Mountains, and the capital city, Volenstul. To the south, there are the Sands of Regand. The desert region of Vradia.
The Sands of Regnad were as mystic and beautiful as they were dangerous. Rolling hills of sand and dirt would meet the occasional dry cliffs and plateaus to form the landscape. Various animals would call the crevices of the landforms home and also provide shelter for those looking to get out of the sand storms. The arid desert was home to two major cities, Dolg and Revlis.
Dolg was the first oasis established settlement by Vradia’s first emperor. It is the major hub for all the small villages and towns that have built themselves within the cliffs. Revlis was formed out of the need to mine the minerals within the mountainous plateaus and soon many mining settlements became one city.
The Evergreen Forest to the East
The trees of the Evergreen Forest seemed to be as tall and as ancient as the mountains they guarded around, especially from the forest floor. Various species of flora and fauna thrive within the vast landscape of emerald and other bright hues. The Elvian people roamed amongst millions of tree roots, living at the bases of their ancestral protectors.
Every once in a while, an Elvian settlement would pop up along the Emerald Trade Route that allowed the Elvian people to trade with the rest of Vradia. The Emerald Trade Route is the only way in and out of the Evergreen Forest. Many emperors have tried to expand within this ancient place only to have every effort be squashed and driven back.
The capital city of Vradia, Volenstul, is located more so to the North side of the Ellezage Plains.
This is the capital city of Vradia, where the Emperor and his family resided in the castle. It was home to many noble and common families alike. The close quarters of the Downtown and Harbor districts were the most populated filled with the poorest commoners within the city’s walls. This area was famous for being the hub of mercenaries and thieves for hire.
The Rosebud District was the main square of the town serving as the marketplace for merchants. Many of the commoners and nobles were able to converse and interact with one another here. This area was the go-between for various people and businesses. Many of the noble families live in the Upper Ring District, the various wide-open estates of land that surrounded the Capital Castle.
A mage in the Capital was sent Htead Gallows, a mage protection facility that was ‘supposed to’ help the mage grow and learn how to control their power and themselves.
The Western Rife Mountains. Once home to the ancient species of dragons and their keepers, Dragonians. The temples dedicated are now desolate and empty.
High above the lowlands of Vradia, rested the Western Rife Mountains, once home to dragons and the people that worshipped the beasts of the skies, the Dracoians. The Western Rife Mountains were the border between the Ellezag Plains and the Evergreen Forest. Before the First Emperor, the ancient Dragonian civilization was vast and thrived amongst the winged creatures. Temples were built to protect and serve the dragons being one of the few intelligent creatures outside of humans, Elvians, dwarves, and the like. After the Unification War, the First Emperor ordered all dragons to be hunted to extinction as they posed a threat to the people’s safety.
The once gleaming temples dedicated to dragons were abandoned after the rumor of the last dragon was killed. Bandits and other miscreants have managed to pilfer a majority of precious artifacts from a life long ago, except for one temple, the Temple of Gikn Gradon. No matter how many attempts were made, many people were forced to turn around whether supplies were destroyed or a majority of their men were killed, no one was able to reach Gikn Gradon.
The countryside of the Ellezag Plains.
The Ellezag Plains are a vast, wide-open space that makes up a good chunk of Vradia. The Elvian that have chosen to leave the Evergreen Forest and mingle with humans roam nomadically throughout this area. Many small towns, villages, farms, and cities call this area home. This area saw the most bloodshed when the First Emperor decided to unite the regions. It was an area of many warlords and tribes before the Unification War.
The Plot
A strange plague has begun to spread across Vradia. First, it was just a few individuals, then it took over a whole village. Currently, the strange illness is being contained with the Royal Guard setting up checkpoints throughout Vradia along the Trade Roads. Those who exhibit symptoms are taken away.
People who contract this disease first have symptoms of pneumonia but as they’re being treated for that, their skin, hair, and flesh becomes necrotic causing chunks of their muscle to fall off with the simplest of movements. Once the whole body has molted its original body, gray flesh is left behind as well as soulless blind appearing eyes. By that time, the infected person attacks, consuming whoever is within the household, however, they leave one victim behind to continue the disease.
These infected individuals can only be killed by cutting off their heads or burning them. Some experts believe that the person they once were is stuck within their minds as their body is controlled by whatever the disease is. Some believe that the disease turns the person into a mindless beast. No one knows for certain as no one can get a clear study of these infected without being attacked themselves.
The people that show symptoms, whether reported to village or town authorities or the checkpoints, are immediately taken to the nearest mage tower as the mages have been granted temporary protection in the public to allow these infected to be contained. This ‘protection’ for the mages is quickly built camps with poor conditions, nothing like the slightly better conditions in the towers depending on which tower a mage was sent to.
Our characters are all apprentices of the current experts in different parts of Vradia secretly studying the disease for the Emperor. One day our characters wake up and their respected mentor has disappeared. Clues bring our characters together and find that the mentors are a part of a secret society, they realize that they have a duty to continue their mentors’ work.
This RP is heavily inspired by the Dragon Age and Elder Scroll franchises with D&D sprinkled in. Your character can be multi-classed and you can choose from the various races. Humans, Dragonians, and Elvian (elves) are native to the region but that doesn’t mean dwarves and other races haven’t made their way here in the last five thousand years or even before the First Emperor unified the land.
I’m thinking of a small group of people (5 or 6 people) for this RP considering this is my first time GMing in almost a decade. I’m just starting to get back into group RPs so bear with me a bit.
Also, this RP is going to be +18 due to the heavy nature of things that can occur. So, please be 18 or older. Vradia is a kingdom that has had a lot happen within its ancient borders and it can get dark at times. There will be gore and heavy subject matter, which will require trigger warnings with each post if such situations are occurring when they are happening (if that makes sense). That being said if characters develop a mature relationship, take things to the PMs or fade to black. If you cannot handle such things, please do not apply.
Main discussions of the RP will be held on Discord.
If you have any questions, let me know!
About Our Characters...
Our characters are all apprentices of the current experts in different parts of Vradia secretly studying the disease for the Emperor. One day our characters wake up and their respected mentor has disappeared. Clues bring our characters together and find that the mentors are a part of a secret society, they realize that they have a duty to continue their mentors’ work.
Now your character’s mentor can be a parent, guardian, uncle/aunt, or whatever. Just that they are experts in their fields of study. These fields are combat, strategy, magic, apothecary/medicine, cryptology/zoology, and biochemistry/biology.
Each character should have some combat knowledge of at least one of the following:
single-hand weaponry (ex. sword and shield)
two-hand weaponry (ex. Great sword)
staff combat
dual-welding weaponry (ex. daggers)
archery/crossbow
Martial arts
traps
Your character can be at least two classes. For example, my character is a Druid with Rogue.
Your character can be Dragonian, Elvian (Elves), Human, Dwarf, Goblins, or Orcs. They can also be 'half' races too like a half-elf.
For simplicity's sake, if your character is a warlock, witch, sorcerer, or wizard they will all fall under the Mage title in Vradia. The Emperor and the church (called the Cleric) don’t care if your character has different practices, magic is dangerous and should serve man not rule over them. Again, those areas that are further from the capital are looser on their laws with magic, and magic is accepted more by the common folk.
What was their life like before their mentor disappeared? What was their family life like? Is their mentor a family member? If not, what happened to make them leave their family to join their mentor? Do they have a faith? What is their lifestyle?
Personal Characteristics:
Personality traits go here. Also, what are your character's ideals? Their bonds? Their flaws?
Allies?
Enemies?
Are they a part of an organization?
Extra Information:
Any other information that you feel is needed should be put here. Do they have a pet? Maybe they have a familiar? Are they allergic to anything?
Skills and Abilities:
Abilities:
You must have three abilities and give a short description of each ability. They should pertain to the class that you have chosen for your character.
What are the drawbacks of those abilities?
Skills:
A minimum of three basic skills that your character contributes to the group with a short description. What can they do OUTSIDE of their abilities to help further the group?