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by Tomia » Thu Jul 04, 2019 12:30 pm
by Utceforp » Thu Jul 04, 2019 12:49 pm
Skyggeheim wrote:Happy 4th of July! Hope any of you that celebrate are doing it in spectacular fashion tonight.
by Northwest Slobovia » Thu Jul 04, 2019 2:22 pm
- Shapeshifter: Archeno can become a large, supernatural bull. As a bull, he's big, he's strong, and he's nearly untiring, being able to run for an hour before needing to stop. In bull form, he can fight like a bull, goring, charging, and trampling. While he has a little experience at it, he doesn't fight much better than an animal, but instead relies on strength, weight, and speed to do the work for him.
- Alchemy: He has a moderate ability to make potions, oils, and dusts from natural sources. He can't make the best alchemical stuff, as his gift simply isn't that great. He's also nearly untrained, having been granted the gift, but no knowledge of how to use it. He's learned two recipes: one makes a minor healing potion, and the other makes an oil to coat bladed or pointed weapons, giving them supernatural sharpness. He wouldn't mind learning other recipes, and is willing to pay or trade for them.
- Storyteller: Archeno is a professional storyteller, specializing in telling heroic tales. He knows all the “classic” stories of past and present, histories, legends, and myths, and is pretty good at improvising, making up good stories on the spot. His search for more material is what brought him to Haden Hill: if what looks like the first battle for the future of the world doesn't yield stories of valor and derring-do, nothing will.
- Well-traveled: Given any spot on the map, the odds are that Archeno has been there, and done that. He knows a lot of lore about people, places, things, and events, and speaks several languages, though not all fluently.
- Knife fighting: He carries a big, curved knife, and knows a little about what to do with it. On a good day, he may be a match for an untrained punk, but that's about it.
- Reputation: In any crowd, there's always somebody how knows Archeno is a storyteller. They may not know anything else about him, or even think well of him, but they've heard his name.
- Slow on the draw: Archeno has the world's slowest reaction time, a side effect of spending too much time in Algan Forest. In any group, he's always the last to speak or act. His reflexes and coordination are fine, so this doesn't prevent him from fighting, but he'll never beat anybody to the punch.
- Fancy clothing: see picture. Some people might say he's a dandy, but he believes in dressing well.
- A big curved knife: it has a thrusting point, but is mostly a slicing weapon.
- Brigandine armor: small metal disks sandwiched between two layers of leather. Relatively light, and the soft leather parts breathe, so it's cooler than metal armor. Also less threatening.
- A few of each potion he can make
- A portable alchemy lab: it fits in a briefcase-sized box. It's not the best lab, but for what Archeno can make, it'll do.
- The Tiny Cabin: this magical model cabin is one of Archeno's prize possessions. Normally just a few inches on a side, with a few magic words, it'll turn into a 12'x12' log cabin. The door has a small window, and and there's a small fireplace in the opposite wall. It's otherwise empty, and anything left inside when it's shrunk back down will end up on the ground near it.
- The Portable Feast: when a set of magical place settings was being auctioned off, the only four people who could afford to bid on it decided to buy the set jointly and then divide it up. Archeno
drew the short straw, so he got the odds and ends. He has:
- Most of a breakfast set: a plate that will produce eggs (chicken, duck, goose, or quail) to order, a small bowl that can fill itself with porridge (oatmeal, farina, grits, kasha, etc), and a mug that can summon water, milk, coffee, tea, or cocoa.
- A small dessert dish: it can produce a slice of cake, a couple of pastries, or a bunch of cookies.
- A spice rack containing an endless salt shaker and ever-full bottles of common herbs and spices
by Tomia » Thu Jul 04, 2019 2:35 pm
Northwest Slobovia wrote: Archeno
by Zarkenis Ultima » Thu Jul 04, 2019 2:43 pm
by Northwest Slobovia » Thu Jul 04, 2019 5:37 pm
Tomia wrote:Northwest Slobovia wrote: Archeno
Only issue I see with this app is, I think I'd prefer if you got rid of his knife fighting ability, him not being too good at fighting out of bull form would be a solid weakness to add too. Only question I have is what country is he from. Couldnt really get a grasp on what country a lot of places mentioned were.
Zarkenis Ultima wrote:Ah yes, FIXME Forest. Brocéliande's less interesting little brother
by Aidannadia » Thu Jul 04, 2019 6:03 pm
Name: Vega Thal'Gur
Age: 25
Gender: Male
Race: Beastfolk (Lion)
Appearance: https://imgur.com/a/ij8Lm1y
Mage?: No
Bio: Vega is the chosen son of the former Chieftain of his tribe, struck down by the then young upstart and current Chieftain. Vega grew up close friends with his companion Badar, largely the only person who would stand him. He has become a renowned hunter and duelist, with his eye on challenging the man who killed his father for the title of chieftain since he was a child. Vega is a brash, abrasive personality. He is known to go into a feral rage during exciting battles, overcoming any and all obstacles. He is confident and full of himself.
Vega gained regional fame for wrestling a bear to the ground with his bare hands, and has become a renowned soldier. He has been hailed as a ferocious and merciless warrior, leading many expeditions into the wilds to raid nearby settlements. He is considered a hero to his tribe.
After first Arc bio:
Vega, during his challenge to the chieftain, was poisoned by the chieftain's first wife. Because of this action, he seemingly dies during the battle, only to be saved by Badar's intervention. Vega is nursed back to strength by his friend, and rechallenges for the title of chieftain at full strength. After doing so, he makes sweeping changes to the way the village is run and seeks to expand his reach across the beastfolk territory.
Fighting Style: Warror
Abilities:
- [Enhanced Senses]: (Enhanced hearing. Lowlight vision. Limited scent based tracking.)
- [Strength]: (Vega is incredibly strong, even for among the lionfolk. He has incredibly reserves of energy and stamina.)
- [Duelist]: (Vega is an expert in melee combat, proficient in a variety of weaponry. His specialty is his blade gauntlets that allow him to get up close and personal)
Limitations :
- (Limited ranged capability. Vega's aim is just off. At most he can throw javelins and spears, but even that is risky.)
- (No magic affinity. Vega is complete mundane)
Equipment:
- ["Claws"- Armored Fist with bladed pieces]
Optional Questionnaire
Personal Quest:To become leader of his clan and to unite the beastfolk into a kingdom.
Goals: Become king of the Beastfolk
Greatest Fear:
Religion:Thalai
Name: Badar Thal'Wilde
Age: 22
Gender:
Race: Beastfolk (lion)
Appearance (pics if possible): https://imgur.com/a/ij8Lm1y
Mage?: Yes
Bio : Badar grew up a clanless lion cub, taken in by his village at a young age after a tragedy befell his own. Ever since then, he has grown together and apart from the rest of his village, just on the fringes of acceptable society with only a moderate level of acceptance by the rest. Badar has become the best marksman in his village, relying on his stealth and sharpshooting to hunt for his people, along with his good friend whom he shares a rivalry with, Vega. Badar is supportive of Vega's challenge for chieftain. Badar is the more reserved friend, often keeping to himself and acting as a one man cheering squad for Vega. He is known for being able to calm Vega from his rages in the heat of a battle.
Badar has accompanied Vega on many of his raids to nearby settlements, though he has recently been experiencing some changes. The Wilds speak to him in a way that he can understand, and he has always had somewhat of a green thumb. He can instantly tell if a plant is poisonous or not, and has begun cataloging them in a notebook for progeny. While his tribe is thankful for his skills, they are weary of his abilities, which only further isolates him from the rest of the tribe.
After first arc bio
Badar sees his friend Vega is poisoned during his challenge to the chieftain, and carries him to safety. After weeks in the wilderness, he helps his friend to rechallenge the chieftain for the title, but is still cast out for defying the rules of engagement of the beastfolk clan. During the course of his healing and helping his friend, he discovers his magical abilities and sets out to find more information about how to harness this new power and truly discover who he is in a life after his clan forsakes him.
Fighting Style: Archer >>> Mage late game
Abilities:
- [Enhanced Senses]: (Expert hearing and lowlight vision. Limited tracking by scent.)
- [Expert Marksman]: (Badar is especially proficient with a bow, drawing much confusion from his more melee centered tribe.)
- [Herbology]: (Badar knows just about every plant and its properties. Some are used for healing or harm. He is known to sometimes eat berries.)
Limitations :
- (Badar is lacking in physical strength, especially for a Thalari)
- (Badar has no formal magicka training given his upbringing and therefore must find his own path)
Equipment:
- [Bow and Arrows]
- [Rope]
- [Skinning knife]
- [Herbalist Pouch]
Optional Questionnaire
Personal Quest: To find himself
Goals: To understand the mystical side of the world
To protect the Wilds
Religion:Thalai
by Galnius » Thu Jul 04, 2019 6:15 pm
Northwest Slobovia wrote:Tomia wrote:Only issue I see with this app is, I think I'd prefer if you got rid of his knife fighting ability, him not being too good at fighting out of bull form would be a solid weakness to add too. Only question I have is what country is he from. Couldnt really get a grasp on what country a lot of places mentioned were.
Double whoops!
i've toned the knife fighting down to what I intended, though not the way it came out: he's an amateur at it.
And now he's from Tashar. I knew I saw a reference to nationality, but lost it.Zarkenis Ultima wrote:Ah yes, FIXME Forest. Brocéliande's less interesting little brother
Only the worthy may know it's True Name. *nods*
by Northwest Slobovia » Thu Jul 04, 2019 10:38 pm
by Zarkenis Ultima » Fri Jul 05, 2019 11:44 am
by Northwest Slobovia » Fri Jul 05, 2019 12:04 pm
Zarkenis Ultima wrote:
Since Sarthares borders Antora, which houses the Gules Desert, perhaps Teved could simply be a subsection of the desert that crosses into Sartharian borders, where the eponymous blue flames appear?
by Tomia » Sat Jul 06, 2019 5:42 pm
Aidannadia wrote:-WIP-Name: Vega Thal'Gur
Age: 25
Gender: Male
Race: Beastfolk (Lion)
Appearance: https://imgur.com/a/ij8Lm1y
Mage?: No
Bio: Vega is the chosen son of the former Chieftain of his tribe, struck down by the then young upstart and current Chieftain. Vega grew up close friends with his companion Badar, largely the only person who would stand him. He has become a renowned hunter and duelist, with his eye on challenging the man who killed his father for the title of chieftain since he was a child. Vega is a brash, abrasive personality. He is known to go into a feral rage during exciting battles, overcoming any and all obstacles. He is confident and full of himself.
Vega gained regional fame for wrestling a bear to the ground with his bare hands, and has become a renowned soldier. He has been hailed as a ferocious and merciless warrior, leading many expeditions into the wilds to raid nearby settlements. He is considered a hero to his tribe.
After first Arc bio:
Vega, during his challenge to the chieftain, was poisoned by the chieftain's first wife. Because of this action, he seemingly dies during the battle, only to be saved by Badar's intervention. Vega is nursed back to strength by his friend, and rechallenges for the title of chieftain at full strength. After doing so, he makes sweeping changes to the way the village is run and seeks to expand his reach across the beastfolk territory.
Fighting Style: Warror
Abilities:
- [Enhanced Senses]: (Enhanced hearing. Lowlight vision. Limited scent based tracking.)
- [Strength]: (Vega is incredibly strong, even for among the lionfolk. He has incredibly reserves of energy and stamina.)
- [Duelist]: (Vega is an expert in melee combat, proficient in a variety of weaponry. His specialty is his blade gauntlets that allow him to get up close and personal)
Limitations :
- (Limited ranged capability. Vega's aim is just off. At most he can throw javelins and spears, but even that is risky.)
- (No magic affinity. Vega is complete mundane)
Equipment:
- ["Claws"- Armored Fist with bladed pieces]
Optional Questionnaire
Personal Quest:To become leader of his clan and to unite the beastfolk into a kingdom.
Goals: Become king of the Beastfolk
Greatest Fear:
Religion:ThalaiName: Badar Thal'Wilde
Age: 22
Gender:
Race: Beastfolk (lion)
Appearance (pics if possible): https://imgur.com/a/ij8Lm1y
Mage?: Yes
Bio : Badar grew up a clanless lion cub, taken in by his village at a young age after a tragedy befell his own. Ever since then, he has grown together and apart from the rest of his village, just on the fringes of acceptable society with only a moderate level of acceptance by the rest. Badar has become the best marksman in his village, relying on his stealth and sharpshooting to hunt for his people, along with his good friend whom he shares a rivalry with, Vega. Badar is supportive of Vega's challenge for chieftain. Badar is the more reserved friend, often keeping to himself and acting as a one man cheering squad for Vega. He is known for being able to calm Vega from his rages in the heat of a battle.
Badar has accompanied Vega on many of his raids to nearby settlements, though he has recently been experiencing some changes. The Wilds speak to him in a way that he can understand, and he has always had somewhat of a green thumb. He can instantly tell if a plant is poisonous or not, and has begun cataloging them in a notebook for progeny. While his tribe is thankful for his skills, they are weary of his abilities, which only further isolates him from the rest of the tribe.
After first arc bio
Badar sees his friend Vega is poisoned during his challenge to the chieftain, and carries him to safety. After weeks in the wilderness, he helps his friend to rechallenge the chieftain for the title, but is still cast out for defying the rules of engagement of the beastfolk clan. During the course of his healing and helping his friend, he discovers his magical abilities and sets out to find more information about how to harness this new power and truly discover who he is in a life after his clan forsakes him.
Fighting Style: Archer >>> Mage late game
Abilities:
- [Enhanced Senses]: (Expert hearing and lowlight vision. Limited tracking by scent.)
- [Expert Marksman]: (Badar is especially proficient with a bow, drawing much confusion from his more melee centered tribe.)
- [Herbology]: (Badar knows just about every plant and its properties. Some are used for healing or harm. He is known to sometimes eat berries.)
Limitations :
- (Badar is lacking in physical strength, especially for a Thalari)
- (Badar has no formal magicka training given his upbringing and therefore must find his own path)
Equipment:
- [Bow and Arrows]
- [Rope]
- [Skinning knife]
- [Herbalist Pouch]
Optional Questionnaire
Personal Quest: To find himself
Goals: To understand the mystical side of the world
To protect the Wilds
Religion:Thalai
by Lazarian » Sun Jul 07, 2019 2:23 am
- [Sphere of Purification]: When focused and/or enraged, Clive can nullify any and all magic attacks or elements in a circle (20 meter radius) around him. Magic arrows become regular arrows. Teleportation sputters and fails. Magic spells fizzle into dust at the fingertips of their caster. Runes are naught but irrelevant scribbles to Clive. Even dragon's fire is snuffed out into smoke. This is the great equalizer - all creatures are brought to their bare essentials, flesh and blood.
- [Street Brawler]: "Honor is made up bullshit by the noble bastards that keep us scrabbling around in the dirt. Stab 'em in the back when they ain't lookin', go for the eyes and the groin, and do whatever it takes to be the one standin' at the end of the day."
- [Sticky Fingers]: Clive is a seasoned pickpocket and thief, able to snatch keys off keyrings, pouches off belts, and purses off arms with ease. He's deceptively quick for a rather unassuming man, and has the uncanny ability to disappear into a crowd.
- [Xenophobe]: "If it ain't human, you can't trust it worth a damn. Those Thalari are no better than the animals we slaughter for food. Dwarves? Nasty little midgets. Elves...well, I respect 'em about as much as us humans. Which ain't much, for the record."
- [Naught But A Man]: Clive has no magic spells, no enchanted sword, and no shining mithril armour. While he may be strong and tough as nails, he stands no chance against creatures naturally stronger than him.
- [Ol' Reliable]: A plain mace. Little more than an iron bar with a flanged end. Soaked in the guilty blood of mages brought to their knees.
- [Crossbow]: A standard sized crossbow, with around fifty bolts stored along his belt and bandolier.
- [Gambeson Coat]: Clive's longcoat is padded, giving him protection against some blows. It's no suit of armor, but it's better than nothing.
- [Caltrops]: Good for aiding a quick retreat from a superior opponent.
- [Throwing Knives]: About ten small throwing knives. Relatively self explanatory.
by North America Inc » Sun Jul 07, 2019 9:16 am
- [Spatial Teleportation]: Able to channel his rune to go to specific locations in his line of sight areas with relative ease.
- [Master Assassin]: Incredibly skilled fighter and assassin with an intense knowledge on the various anatomies of most sapient species. With enough reconnaissance, he can create intricate plans to deal with specific targets based on their vulnerabilities and habits.
- [Free Running] Able to easily traverse across any climbing platform with ease, with issues such as balance and dexterity being of little concern to him.
- If he were to free herself from the Patron, all abilities loaned will return to it.
- Although the Patron tends to be 'hands-off management' should it provide direct orders, he will unquestionably follow through with it.
- Should the Patron be bored, he might temporarily remove the abilities as well.
- Line of sight teleport jumps to specific locations, he can go to places he can not physically see.
- Each jump has a minimum of thirty second gap before he can do so again. This increases exponentially depending on his stamina and the present situation.
- Has only light armor that favors speed over protection, nearly defenseless to heavy attacks.
- Age is very much a lingering factor. He doesn't have the same ferociousness and speed that other opponents may have.
- He doesn't have precognition. He can not predict unwieldy or unseen variables.
- [Handheld Crossbow]
- [Dual Daggers]
- [Smoke Bombs]
- [Shadow Manipulation]: Utilizing the rune on her hand, Amelia is able to bring forth a tendril force through her limbs and around her body. Akin to those found on a Octopus, it can extend and retract according to her limitations and preferences. It can interact with the environment according to her will, through simple commands such as pulling or pushing to attacking and defending. It can pierce non armored opponents and be utilized as a defensive barrier.
- [Clone]: Removing her 'shadow' from her body, she's able to create a doppelganger of sorts to follow through with predetermined commands.
- [Free Running]:Like her father, Amelia is able to climb, traverse, and run through any environment at near superhuman agility and speed.
- If she were to free herself from the Patron, all abilities loaned will return to it.
- Although the Patron tends to be 'hands-off management' should it provide direct orders, she will unquestionably follow through with it.
- Should the Patron be bored,she might temporarily remove the abilities as well.
- As expected, any magical disturbances or elven purification will nullify or minimize her abilities.
- As an urban assassin, she is not use to other environments. While she might be able to free-run off trees with no difficulty, actually surviving and traversing in nature would be exceptionally difficult.
- Should a portion of a tentacle be removed through slashing or something similar, everything disconnected from her will instantly wither and die.
- Her shadow can only pull a target that's twice the weight of her or below; anything else would easily resist.
- Individual tentacles only have the physical strength equivalent to her own lackluster human arm. One or two can be swiped or pushed away with ease.
- Her shadow has a range of twenty feet.
- Her shadow can outright be destroyed with fire based abilities. Requires twenty minutes for the ability to return.
- Her clone can only reiterate predetermined saying with a maximum of 100 words, combined. It can lift anything or interact the environment in anyway.
- Her clone should it need to return, must travel the distance between them to come back. Should it be trapped somehow, she must go there physically and release it.
- She can not have her clone and shadow out at the same time.
- Releasing too many shadow tentacles at once will eventually weaken abilities of each individual strand.
- Requires an initiation period of five to ten seconds between uses; with a violet aura as a telltale sign of its activation.
- Should she not use any of her abilities for ten to fifteen minutes, it will need to be recast.
- Shadow armor is no more effective then chain-mail at stopping direct swipes.
- Shadow armor is preventive not reactive. It has no healing properties.
- [Handheld Crossbow]
- [Twin Daggers]
- [Poison Darts]
Optional Questionnaire
Personal Quest: To just end it.
Favorite Factions: N/A
Least Favorite Factions: N/A
Favorite Memory: Her Twelfth Birthday
Goals: Freedom
Greatest Fear: Eternal Life
Religion: Irreligious
by The Anarcho-Syndicalist Commune » Sun Jul 07, 2019 3:02 pm
- Swordsman: Vlad is an accomplished sword fighter, about as good as a peasent trained with the weapon can get.
- One Man- Vlad isn't a powerful mage, gifted nobleman or accomplished rogue. He's just a soldier whose good at his job. He's not going to win a 1v1 duel against a trained member of any order of knights, or be able to take down more than 3 untrained opponents at a time.
- Soldier's Kit- Vlad is equipped with a standard Tasharian soldiers kit. This includes basic armor, a sword and shield, a tent, a bedroll, and about a weeks worth of rations at any given time.
by Shadowwell » Mon Jul 08, 2019 5:04 pm
- Hybrid physiology: Vautmunn is a Half-Dwarf and Half-Ga'el, as such he is far larger than a normal dwarf and far smaller than most Ga'el. He has traits and strengths of both races to a certain extent. He is quite strong for his size and faster than one would think because of it.
- [Insert Ability Here]: (Insert description of ability here)
- [Insert Ability Here]: (Insert description of ability here)
- [Insert Ability Here]: (Insert description of ability here)
- [Insert Ability Here]: (Insert description of ability here)
- Master of None: As skilled as Vautmunn is in his crafts and fields, he is no master. Additionally he is reliant on his alchemy and runesmithing for his arrows and potions.
- (Insert Limitation)
(Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)
- The Lions Roar: a specially crafted Runesmithed Warhammer, one head of the hammer is a lions head the other is stylized like a barrel. When the lions head makes contact with something heavily Vautmunn can make it release a sonic shockwave. This ability can only be used a max of 5 times before the hammer starts taking damage.
- Reinforced Armor: A mostly mundane set of chainmail reinforced with leather plates on much of the upper torso. Through runesmithing runes of durability and protection have been added. Beneath the leather and chainmail there is a specially treated cloth armor which Vautmunn wears outside of combat as well, but typically under the other armor.
- Composite Bow: A normal well crafted and well maintained bow.
- Runesmithed Arrows: He typically carries an assortment of specially crafted Runesmithed arrows, around 2 dozen in all. Their effects activate on impact predominantly. Said effects vary from releasing lightning into the target and surroundings to encasing the target with quickly hardening mud to other similar effects.
- Normal Arrows: Vautmunn typically carries anywhere from 40 to 60 mundane arrows of varying types.
- Enhancement potions: Typically Vautmunn carries 5-10 potions which deal with enhancing his physical attributes. 3 of these specifically increase his strength by a moderate amount through magical means. Most of the others deal with enhancing his body as a whole while a couple enhance his reflexes, perception, and reaction time, which he uses in conjunction with his bow and arrows.
- Miscellaneous potions: These potions range in function from potions of healing to potions which emit gasses and smokes to potions which numb and paralyze.
- Miscellaneous items. In addition to everything else Vautmunn has items used in maintaining his equipment and other miscellaneous goods including but not limiting to food, some first aid materials, booze and similar things.
by Zarkenis Ultima » Tue Jul 09, 2019 5:31 pm
by Tomia » Wed Jul 10, 2019 4:33 pm
by Ihsalihna » Thu Jul 11, 2019 3:12 pm
- Deadeye: a huntress par excellence of man and beast, Tla'a can weave an arrow through the slit of a man's helmet in a pitched maelstrom of combat as easily as she fells an elk without a sound in a silent winter wood. Knives and hatchets are no exception, and while many Eshonie make use of the tomahawk as a secondary weapon, they rarely use them at range outside of axe-throwing competitions off the field of war - Tla'a however has put her experience in this pass-time to good use, as the deadly and ancient pair of jawbone weapons known as Xeitlx'ás' are capable of magically returning the the wielder's hand after being throw across a battlefield with fatal precision.
- Warrior's Heart: an unbreakable rock in the storm of battle, Kaakaltin Tla'a has honed her body and mind over decades of training and warfare. She seeks no glory, only victory - though she has fought in ceremonial combat for the honour of clan and tribe, in the struggle of life and death she knows glory in defeat is fleeting, a tragic romanticized tale for destitute tavern-goers at best. Her skills are extensive, and her knowledge of Tasharen military tactics and hierarchy frighteningly well developed.
- Ranger Companions: A ranger's companions are often more intelligent and intuitive than other animals, and more than mere pets or tools. Some say they are almost humanlike in intelligence, and others speak of strange reflections. Whatever the case, Tla'a is accompanied by two fearsome creatures of the woods. They are among the few living things she is warm towards. Kaghít is a male fellwolf, a massive species of Eshonie canine commonly used in hunting and in war. He is well trained to fight alongside the Clan Mother of the Black Dogs - at a whistle or command he will crush a mage's hand to prevent them from casting spells or sink his teeth into a warrior's neck from behind, springing from his hidden hiding spot as Tla'a places a well aimed arrow in the unfortunate soul's neck. Kei’á is a Great Northern Eagle, and like Kaghít, was raised by Tla'a and her father from infancy. Her talons are wrapped in steel armour, and her eyesight even greater than Tla'as hawk-like gaze, but one of her greatest abilities is reconnaissance - trained to return to Tla'a and use a simple series of noise to convey information about a target, the eagle can tell her which direction her prey is heading, or the size of an armed band sneaking through the woods.
- Strange Lands: a woman far from the land she calls home, culture shock is not an uncommon affliction to those who travel far from the land of their birth. Tla'a is uncomfortable with or silently abhors certain practices of foreign nations, and she can only speak with the fundamentals of the common tongue beyond Eshonie languages. Additionally she doesn't work well with other nation's military units - she rarely follows orders she doesn't like, even when she understands them. And often pretends she doesn't.
- Callous: a trying and bitter life have left Tla'a with little time or interest in building relationships with strangers. She will gladly help those in need, but otherwise will be blunt and cold with most people, preferring solitude or the company of the few people who have somehow managed to earn her trust. Her heart is cold, and it is difficult to find a path to her warmth: one of the few ways is to appeal to her naturally motherly side, and she will often soften around younger adventurers in need of guidance.
- Shield of the Woods: Kulut'ruaq Ironwood is, in the end, wood - though resistant to fire it can still be ignited, especially by magical flame, and it is not as protective as heavy plate or Eruvien armour. Its main strength is that it allows the wearer to move easier, and for longer, avoiding heatstroke or fatigue on the march or on long journeys. Tla'a is stronger than many men, and she uses this athleticism in combination with her armour to avoid being wounded in a fight. But she knows she's a large target - and on an open battlefield or tundra, facing down too many enemies to dodge, she knows she's at a disadvantage.
- Cornered Dog: Knife and jawbone axe are excellent for close-quarters battle, but there remains a significant gap between Tla'a's range. Up close and personal or at range, she is a monster to face in combat - but her light armour and short reach does little to protect against spears, warhammers, longswords... she excels best at fights on her own terms, like a cornered, snarling dog or a whisper among the trees, but in mêlée in open areas is at a disadvantage.
- Vindictive: driven forward by anger and bitterness, Tla'a has abandoned her homeland and her happy memories to a cold life, seeking to find herself again in the path of blood. It would be an understatement to say she does not play well with those from Tashar. Anything that destroys the ambitions and prosperity of that warlike empire will attract her intent - she wouldn't stop short of anything less than permanently removing Tashar's ability to launch attacks on the Eshon Confederacy or the death of the Emperor himself. It would take a great deal of growth on her part and effort on the other's to tolerate a Tasharen, and untold endeavor to get her to abandon her revenge. Only time will tell if she will find a new path, or if it will consume her.
- Tla'a's Kulut'ruaq Bow: a masterfully made hunting bow that Tla'a's father gifted to her when she was a young women, which she has used to hunt both man and beast alike. It is her primary weapon as a Warden Captain, and she prefers to control the battlefield and fell her foes from a distance, striking from the trees in ambush or deadly games of cat and mouse.
- Kulut'ruaq Ironwood Armour: the armour of the Kulut'ruaq is as distinctive as it is effective, and suits itself to the versatile needs of its wearers. Its helmet and heavy neck-guard give superb protection to the head and vitals, and the cuirass and greaves are traditionally constructed from slats of ironwood over a pelt of moosehide, all fastened together with metal links and reinforced with runic magic. Unlike steel armour, ironwood allows the wearer to more easily move in water. Among the most popular form of decoration for this armour are gruesome, almost demonic faces, representing both the power of the wearer's forefathers and their ability to metaphorically devour the life of a man with their martial skill. As each is handcrafted for the wearer, their decorations too are unique - Kaakaltin Tla'a's armour bears a helmet adorned with elk antlers and a snarling stylized wolf's mouth, her breastplate and greaves decorated with ravens intertwined with roaring, beastly faces.
- Forearm Shield: A smaller version of the tináa style shield of the Kulut'ruaq, developed originally for heraldry and later adapted to use as a battlefield shield in a reverse of most other culture's practice. A smaller buckler-style one has been adapted for use by Rangers, allowing them to keep their hand free and block enemy attacks at the same time, at the expensive of overall defence. She carries it on her back, usually with her helmet and neck armour hanging on top, when not in battle.
- Tla'a's Kulut'ruaq Knife: the long knives of the Kulut'ruaq are fearsome weapons, closer in size to short-swords than most blades and finely crafted and skillfully used by their soldiers and hunters. Tla'a's knife was handed down to her by her uncle Stuwukháa, who instructed her in its use. It is worn in the traditional fashion, in a sheath hanging from her shoulders, next to her breast. While skilled with a bow, Tla'a's is nonetheless terrifying to fight in close quarters, and her knife is perhaps just as effective as the Xeitlx'ás' relic blades she uses when challenged head on.
- Clan Relic - Naaxein: a finely crafted naaxein cloak, of the kind worn ceremonially by high-ranking members of Kulut'ruaq society. As a clan relic it is masterless, owned by none and communally taken care of by a clan - within it is kept the spirits of those who came before, whose voices are said to guide those who live today. The one entrusted to Tla'a's care belonged to a greater huntress, and when wrapped around the wearer can hide them almost perfectly from sight, blending into the background with excellent camouflage. Tla'a keeps it wrapped around her shoulders like a scarf when in battle, to keep it out of the way.
- Clan Relic - Xeitlx'ás': a pair of ancient weapons of uncertain origin - even the venerable oral traditions of the Eshon tribes, stretching back with impeccable accuracy for thousands of years, has offered little clue to their hidden secrets. Known together as Xeitlx'ás', they are said to have been constructed from the jawbone of a great beast and together they form a pair of weapons that combine the form of the battleaxe and Kulut'ruaq warpick. They carry within them an enchantment that causes them to return to the user's hand upon command, allowing them to be throw in deadly arcs across battlefields and retrieved from great distance. They are worn at Tla'a's belt when not in use.
Islamic Visadahyum of IhsalihnaJin Jîyan Azadî - Long Live the Girls of Enghelab
ویسداهیوم اسلامی ایهسالیانا
Visadahyum-i Eslāmi-i Ehsālihnā
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