The dirt path she had been following had given way to cobblestone. The soft padding of horse hoves on dirt slowly transitioned into the recognizable clip-clop of iron horseshoes on carved stone. The road beneath Lance Corporal Eleanor Jehenne had not been maintained for some time. Stubborn weeds grew to life between the spreading cracks between the cobblestone, and towards the edges most pieces had slowly crumbled into chunky gravel.
Color was not in abundance. Overarching was the theme of grey, light blue, and brown. A dreary combination of colors for a dreary time in history. The chilling wind brushes with her hair and her horse's mane; the thinner strands reaching to the left of her. Squinting against she gently reminded her loyal steed Isabel to not follow another dirt path that vanished into the forest. Signs of civilization, old and new, began cropping up. A wooden marker from decades ago had been knocked over, and in white, faded paint read the word 'Venridge'. A few moments later a ragged family unit came into view. Covered up for warmth an older gentlemen, apparant father to two children and husband to a wife who was busy with their young, nodded to her as she passed, recognizing her as a fellow soldier. She returned the nod and picked up the pace, reminded of her mission.
The refugees became more and more common as she closed the distance to The Devoured City. Some were on horseback, though most walked. An unmoving pile of rags lay to the side of the road- as she passed it became clear it was a body. Eleanor grimaced sadly and once again quickened her pace. Her haste quickly came to an end as more and more dirt paths joined the main road; more and more displaced people congregated to one of the only bastions from the ever-swelling evil.
Armed and armored people in mis-matched colors from various nations began to appear as the refugees neared the cities protective influence. The guards beckoned and guided people on their way, attempting to reassure the people of their safety. Some had stopped in clearings to the side of the path, began making fires and camps to wait for whomever or whatever it was they were waiting for. An infant cried.
Eleanor rounded a bend, and Venridge came into view. From her height on a nearby hill she could see the ocean beyond as dozens of ships travelled to and fro the port. Clusters of people closed in on the city and small tent-cities had been hastily constructed in various places near and far away from the city walls. The scale of this event made the young woman's heart sink. Awe-inspiring tragedy. Shaking her head, Lance Corporal Jehenne puffed out her chest and reassured herself and her horse.
"No. We're going to stop this." She said to her horse, Isabel, sounding more certain than she was.
The distance to the newly resettled city closed, and Jehenne was let in swifter than others on account of her mission. The city was crowded, and it was strange. Long abandoned stores had been made into homes, and old homes had been taken over by struggling merchants. A free-for-all of claiming property though the atmosphere was not hostile. There was a general trust in the sharing of misery. She thought she spotted a few more Seekers, like herself. People from all around who walked with more purpose than the survival of their families, equipped with various instruments of war. Lightly armored folk in fine robes, clutching spellbooks and staffs that could help defend the city and the people in it.
Eventually, with the directions of a patrolmen, she found her way to Ulfric's Estate. A group of men and women of various races and professions made their way from the Estate and brushed past her, clearly busy with whatever mission had been assigned to them. She was eager to do her part. She hitched her horse to a make-shift stable that was taking up one of the streets nearby and walked the rest of the distance. The seeker at the door let her in upon seeing her up close and she entered the revived estate. These walls were given much greater purpose than they ever had before, that Jehenne was certain of.
Race: Human Personality: Eleanor Jehenne takes herself and her mission seriously. She is tactical, driven, and clueless when it comes to the intricacies of social interactions- though she wouldn't believe that often wanting to get things done quickly and honestly. Lying, manipulation, stealth, are all to be superseceded by honesty, kindness, and victory.
Often brash and straightforward when it comes to warfare and conversation, she also believes in the base decency of all people of all kinds in the world. Despite her serious demeanor she is very much an optimist. The world will not die- not on her watch.
Criminals and tyrants are scum in her book. All of them take advantage of those who cannot defend themselves and she will not allow it for it is her sworn duty to protect the innocent, and that's an oath she takes (much like everything else) very seriously. Though perhaps if one of these ne'er-do-wells were to beg forgiveness and mercy and say they were going to turn their lives around she would be inclined to believe them and grant them a second chance- for better or for worse. The thought of a villain turning themselves around and becoming a good person is perhaps what she wants to see most; second to saving the world from the oncoming malevolence incarnate.
History:
Eleanor Jehenne was born to a common family in Jumme, a fairly large city in the eastern part of the Parrovian League. Her father was a towns guard and her mother was a practicioner of medicine, so serving the people was in her blood. Her and her four sisters and two brothers all tried out to become members of the King's Finest, and all of them succeeded. In training, Eleanor discovered she had an unnatural skill when it came to swordplay. Her reactions were quick, her strikes quicker and her mind as sharp as her sword. The royal mage investigated and found she was one of the lucky few to be blessed by the Divine with innate magical powers. This accelerated her training and she became apart of the Royal Jummian Vanguard.
There, it was shown that her natural talent was matched by her determination to learn. She served in an elite squad of battlemages and fought in the ever constant skirmishes against the enroaching Enclave. A veteran, Eleanor was proud to be serving under her king and for the people of Jumme.
Of course, not all is well in the world of Ciir. Though Jumme was managing to hold onto glimpses of prosperity, soon the encroaching darkness would consume all, and everything anyone had ever worked for would be in vain. Jumme is limited in martial resources and skeptical of where to divert them, and so can only afford to send a few soldiers to research and combat the oncoming threats. Eleanor was chosen to become a Seeker and travel to The Devoured City and join the newly formed Conclave.
Weapons
A one-handed arming sword, enchanted with additional sharpness.
A one-handed heater shield, enchanted with durability.
A long spear to be used with one or two hands, mostly kept on her horse.
Magic
Kinetic Wave: She is able to summon a small radius of yellow bursting energy to disorient and push back her enemies that are next to her.
Kinetic Pull: An orange, whispy, and immaterial tendril of energy attaches itself to an enemy within around fourty feet, yanking them sharply to send them stumbling towards her.
Other: She has a brown, medium-sized, lightly armored horse named Isabel.
The heater-shield is painted with a 'yellow plus' symbol and black background, the flag of Jumme.
Post Example:
Eleanor Jehenne crested the top of the grass-covered hill on her steed, pulling lightly on the reins and coming to a stop. The cold wind whipped her black hair and ponytail back, and she squinted her eyes against the harsh elements. The hair on her body stood on end beneath her chain armor and steel underbust corset. The young woman leaned forward, scratching the neck of her brown horse.
"Almost there," She whispered to her horse, Isabel, though it was mostly an excuse to talk to herself.
She glanced down at the sword resting in it's hilt on her hip, and felt the weight of the heater shield bearing the symbol of her homeland tug at her backside as it was wrapped around her on a leather band. The steel-tipped spear was sheathed horizontally on her horse, ever present. All of her weapons at her side, and a few spells on the brain, the lone adventurer pressed her legs together and leaned forward, commanding her companion beneath her to go forward and down the hill.
@TheDarkTemplar Well, it's good to know that we're going to actually have to fight some bosses! Thanks for putting this all together- I dunno how GM's do it. I'll move her over to the tab then.
Race: Human Personality: Eleanor Jehenne takes herself and her mission seriously. She is tactical, driven, and clueless when it comes to the intricacies of social interactions- though she wouldn't believe that often wanting to get things done quickly and honestly. Lying, manipulation, stealth, are all to be superseceded by honesty, kindness, and victory.
Often brash and straightforward when it comes to warfare and conversation, she also believes in the base decency of all people of all kinds in the world. Despite her serious demeanor she is very much an optimist. The world will not die- not on her watch.
Criminals and tyrants are scum in her book. All of them take advantage of those who cannot defend themselves and she will not allow it for it is her sworn duty to protect the innocent, and that's an oath she takes (much like everything else) very seriously. Though perhaps if one of these ne'er-do-wells were to beg forgiveness and mercy and say they were going to turn their lives around she would be inclined to believe them and grant them a second chance- for better or for worse. The thought of a villain turning themselves around and becoming a good person is perhaps what she wants to see most; second to saving the world from the oncoming malevolence incarnate.
History:
Eleanor Jehenne was born to a common family in Jumme, a fairly large city in the eastern part of the Parrovian League. Her father was a towns guard and her mother was a practicioner of medicine, so serving the people was in her blood. Her and her four sisters and two brothers all tried out to become members of the King's Finest, and all of them succeeded. In training, Eleanor discovered she had an unnatural skill when it came to swordplay. Her reactions were quick, her strikes quicker and her mind as sharp as her sword. The royal mage investigated and found she was one of the lucky few to be blessed by the Divine with innate magical powers. This accelerated her training and she became apart of the Royal Jummian Vanguard.
There, it was shown that her natural talent was matched by her determination to learn. She served in an elite squad of battlemages and fought in the ever constant skirmishes against the enroaching Enclave. A veteran, Eleanor was proud to be serving under her king and for the people of Jumme.
Of course, not all is well in the world of Ciir. Though Jumme was managing to hold onto glimpses of prosperity, soon the encroaching darkness would consume all, and everything anyone had ever worked for would be in vain. Jumme is limited in martial resources and skeptical of where to divert them, and so can only afford to send a few soldiers to research and combat the oncoming threats. Eleanor was chosen to become a Seeker and travel to The Devoured City and join the newly formed Conclave.
Weapons
A one-handed arming sword, enchanted with additional sharpness.
A one-handed heater shield, enchanted with durability.
A long spear to be used with one or two hands, mostly kept on her horse.
Magic
Kinetic Wave: She is able to summon a small radius of yellow bursting energy to disorient and push back her enemies that are next to her.
Kinetic Pull: An orange, whispy, and immaterial tendril of energy attaches itself to an enemy within around fourty feet, yanking them sharply to send them stumbling towards her.
Other: She has a brown, medium-sized, lightly armored horse named Isabel.
The heater-shield is painted with a 'yellow plus' symbol and black background, the flag of Jumme.
Post Example:
Eleanor Jehenne crested the top of the grass-covered hill on her steed, pulling lightly on the reins and coming to a stop. The cold wind whipped her black hair and ponytail back, and she squinted her eyes against the harsh elements. The hair on her body stood on end beneath her chain armor and steel underbust corset. The young woman leaned forward, scratching the neck of her brown horse.
"Almost there," She whispered to her horse, Isabel, though it was mostly an excuse to talk to herself.
She glanced down at the sword resting in it's hilt on her hip, and felt the weight of the heater shield bearing the symbol of her homeland tug at her backside as it was wrapped around her on a leather band. The steel-tipped spear was sheathed horizontally on her horse, ever present. All of her weapons at her side, and a few spells on the brain, the lone adventurer pressed her legs together and leaned forward, commanding her companion beneath her to go forward and down the hill.
Please let me know if she is too powerful or too weak- I'm not sure what the power-scale is. I went for a Dark Souls protagonist feel.
Eleanor Jehenne
Source: Katie McGrath, Merlin Age: 26
Gender: Female
Race: Human Personality: Eleanor Jehenne takes herself and her mission seriously. She is tactical, driven, and clueless when it comes to the intricacies of social interactions- though she wouldn't believe that often wanting to get things done quickly and honestly. Lying, manipulation, stealth, are all to be superseceded by honesty, kindness, and victory.
Often brash and straightforward when it comes to warfare and conversation, she also believes in the base decency of all people of all kinds in the world. Despite her serious demeanor she is very much an optimist. The world will not die- not on her watch.
Criminals and tyrants are scum in her book. All of them take advantage of those who cannot defend themselves and she will not allow it for it is her sworn duty to protect the innocent, and that's an oath she takes (much like everything else) very seriously. Though perhaps if one of these ne'er-do-wells were to beg forgiveness and mercy and say they were going to turn their lives around she would be inclined to believe them and grant them a second chance- for better or for worse. The thought of a villain turning themselves around and becoming a good person is perhaps what she wants to see most; second to saving the world from the oncoming malevolence incarnate.
History:
Eleanor Jehenne was born to a common family in Jumme, a fairly large city in the eastern part of the Parrovian League. Her father was a towns guard and her mother was a practicioner of medicine, so serving the people was in her blood. Her and her four sisters and two brothers all tried out to become members of the King's Finest, and all of them succeeded. In training, Eleanor discovered she had an unnatural skill when it came to swordplay. Her reactions were quick, her strikes quicker and her mind as sharp as her sword. The royal mage investigated and found she was one of the lucky few to be blessed by the Divine with innate magical powers. This accelerated her training and she became apart of the Royal Jummian Vanguard.
There, it was shown that her natural talent was matched by her determination to learn. She served in an elite squad of battlemages and fought in the ever constant skirmishes against the enroaching Enclave. A veteran, Eleanor was proud to be serving under her king and for the people of Jumme.
Of course, not all is well in the world of Ciir. Though Jumme was managing to hold onto glimpses of prosperity, soon the encroaching darkness would consume all, and everything anyone had ever worked for would be in vain. Jumme is limited in martial resources and skeptical of where to divert them, and so can only afford to send a few soldiers to research and combat the oncoming threats. Eleanor was chosen to become a Seeker and travel to The Devoured City and join the newly formed Conclave.
Weapons
A one-handed arming sword, enchanted with additional sharpness.
A one-handed heater shield, enchanted with durability.
A long spear to be used with one or two hands, mostly kept on her horse.
Magic
Kinetic Wave: She is able to summon a small radius of yellow bursting energy to disorient and push back her enemies that are next to her.
Kinetic Pull: An orange, whispy, and immaterial tendril of energy attaches itself to an enemy within around fourty feet, yanking them sharply to send them stumbling towards her.
Other: She has a brown, medium-sized, lightly armored horse named Isabel.
The heater-shield is painted with a 'yellow plus' symbol and black background, the flag of Jumme.
Post Example:
Eleanor Jehenne crested the top of the grass-covered hill on her steed, pulling lightly on the reins and coming to a stop. The cold wind whipped her black hair and ponytail back, and she squinted her eyes against the harsh elements. The hair on her body stood on end beneath her chain armor and steel underbust corset. The young woman leaned forward, scratching the neck of her brown horse.
"Almost there," She whispered to her horse, Isabel, though it was mostly an excuse to talk to herself.
She glanced down at the sword resting in it's hilt on her hip, and felt the weight of the heater shield bearing the symbol of her homeland tug at her backside as it was wrapped around her on a leather band. The steel-tipped spear was sheathed horizontally on her horse, ever present. All of her weapons at her side, and a few spells on the brain, the lone adventurer pressed her legs together and leaned forward, commanding her companion beneath her to go forward and down the hill.